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<blockquote data-quote="Umbran" data-source="post: 6238232" data-attributes="member: 177"><p>Well, note that travails are not equivalent to failure. It isn't that the characters need to experience failure. The characters have to experience difficulties - in fact, have them imposed on them by the GM in the form of compels - for them to build up Fate Points. Now, those difficulties may lead to failures or setbacks, but they don't have to. It isn't failing that earns the Fate Point, but accepting the Compel and its negative modifiers that does.</p><p></p><p>So, it is more that the players have to admit their characters have flaws or weaknesses, and those flaws *will* be an issue in play.</p><p></p><p>But even that isn't entirely true. Take, for example, Spirit of the Century. At refresh, a character's stock of Fate Points rises to equal the number of Aspects they have, which may be as high as 10. That's a lot of Fate Points. If you don't try to stretch and spend them, you can sit on that pile of points, and have it get you through climatic encounters. If your GM has you refreshing too frequently (say, at the beginning of every session, when your sessions are short) you may find yourself never really needing to accept a compel. Managing the Fate Point economy is a notable skill the GM has to learn.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6238232, member: 177"] Well, note that travails are not equivalent to failure. It isn't that the characters need to experience failure. The characters have to experience difficulties - in fact, have them imposed on them by the GM in the form of compels - for them to build up Fate Points. Now, those difficulties may lead to failures or setbacks, but they don't have to. It isn't failing that earns the Fate Point, but accepting the Compel and its negative modifiers that does. So, it is more that the players have to admit their characters have flaws or weaknesses, and those flaws *will* be an issue in play. But even that isn't entirely true. Take, for example, Spirit of the Century. At refresh, a character's stock of Fate Points rises to equal the number of Aspects they have, which may be as high as 10. That's a lot of Fate Points. If you don't try to stretch and spend them, you can sit on that pile of points, and have it get you through climatic encounters. If your GM has you refreshing too frequently (say, at the beginning of every session, when your sessions are short) you may find yourself never really needing to accept a compel. Managing the Fate Point economy is a notable skill the GM has to learn. [/QUOTE]
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