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DFRPG / Re: Story based actions that you wont even allow a roll for - too railroady?
« on: July 05, 2013, 06:14:03 PM »That's not the player trying for an outcome, that's the character. Except that the character doesn't know what Aspects or Fate Points, or 'Tags' are in the first place, and so doesn't need to know how many would need to be involved in order for them to succeed at their task.
In doing so, you deny the players the ability to play their characters effectively, evocatively, and often, satisfyingly.
Without such information, they cannot make the necessary decisions as to whether or not they should spend resources that do not exist in the game-world, but nevertheless affect it.
The character is doing research. The player is spending FPs (or not, depending on whether or not the they deem it worth their while).
I disagree. All your doing by telling them explicitly what you're going to give them for certain rolls is turning FATE into a video game. This isn't fallout, where you see three options and if you have a high enough bluff skill you can chose that one, otherwise you chose one of the other two options. In the spirit of Dresden especially, my view of it is the players have to do the best they can with the information they've got, and hope they aren't too far off the mark.
Again, I'm not advocating not telling your players the targets - quite the opposite. By and large you should be telling them - especially if they ask. But if they don't even know IF there is a target? I'm not going to tell them, no.
An example. My players characters walk into a building that they are not sure the fleeing suspect went through - they immediately begin searching for clues that the bad dude came through here. He did by chance, but he covered his tracks well, using some magic talent that the group does not know he has yet. I'll ask for a roll - if the group asks, I'll give them an estimate difficulty - normally it might take a 3 in survival to spot something like that on the average mugger. They roll a 4 and move on, but a 5 or a 6 might have revealed signs of his passing and, possibly, that the tracks were covered magically.
Now why did I do that? Well, firstly, because as a story teller, I think it'd be more interesting if the players (not just their characters) didn't know that the bad guy went that way - but do want to give them a fighting chance of succeeding, even at this early juncture. I also would like them to think outside the box - catch the bad guy with cleverness and guile or else they will simply be outsmarted by the bad guys who make a point to rule out the more obvious ways of defeating them. The bad guy cant exactly out smart them if I just tell them that he's raised the difficulty, can he?
Now, this might not be everyones take on it - but I don't think it ruins anyone's fun to withhold meta game info just because of the fate point system. So I stand by my statement - if they don't know that there IS a target to hit, there's no reason to tell them.