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DFRPG / Re: A GM's Question of Style
« on: September 14, 2010, 04:44:58 PM »
Well the half an hour figure was pulled out of the air as an example (and not necessarily tied to the warehouse break in specifically). With a my group it can easily take that long to play through a scene, and that's without undue distractions and tangents.
That aside, I wasn't discussing pass/fail mechanics at all, merely pointing out that it will take time for players and GMs new to the system to get used to the way Fate works, and that until they get their head around it you'll regularly get situations where players fall into old habits from the way they're used to playing. It's the GMs job to steer them away from doing so. I stand by my point that I'd come down heavily on someone who used OOC knowledge to dictate IC actions that made no sense - that's in any game, not just Fate. Thankfully I have a group that's good at separating OOC and IC knowledge, so that sort of thing rarely arises now.
I'm not sure about Wyvern's solution to the warehouse example. It would depend on whether I wanted to put them on a known time limit, whether any of the characters was likely to know what the alarm system looks like, and a whole host of other subjective factors. The part about spending fate points to get extra information reminds me strongly of the Gumshoe system, where you automatically get the important clues that will allow you to solve the mystery (so long as you have the correct skill), but you can spend points to get extra pieces of information that will be relevant - for example the free clues may allow you to find the big bad guy, but the point spend clues might reveal his weaknesses. Though I realise that's not exactly the way Wyvern's example would play out.
That aside, I wasn't discussing pass/fail mechanics at all, merely pointing out that it will take time for players and GMs new to the system to get used to the way Fate works, and that until they get their head around it you'll regularly get situations where players fall into old habits from the way they're used to playing. It's the GMs job to steer them away from doing so. I stand by my point that I'd come down heavily on someone who used OOC knowledge to dictate IC actions that made no sense - that's in any game, not just Fate. Thankfully I have a group that's good at separating OOC and IC knowledge, so that sort of thing rarely arises now.
I'm not sure about Wyvern's solution to the warehouse example. It would depend on whether I wanted to put them on a known time limit, whether any of the characters was likely to know what the alarm system looks like, and a whole host of other subjective factors. The part about spending fate points to get extra information reminds me strongly of the Gumshoe system, where you automatically get the important clues that will allow you to solve the mystery (so long as you have the correct skill), but you can spend points to get extra pieces of information that will be relevant - for example the free clues may allow you to find the big bad guy, but the point spend clues might reveal his weaknesses. Though I realise that's not exactly the way Wyvern's example would play out.