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General Tabletop Discussion
*TTRPGs General
Do NPCs Get Personal FATE Points?
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<blockquote data-quote="Umbran" data-source="post: 7843053" data-attributes="member: 177"><p>In an absolute sense, yes, the GM can do anything they wish. But, that's not how the game is designed to work, with a GM arbitrarily assigning bonuses when they feel like it. There's some expectation that the GM is playing by the rules, which means if they want to add a +2, they really ought to have an Aspect somewhere and invoke it with a point.</p><p></p><p>This is important - in D&D, the entire world is in the GMs hands, and the players have little narrative control - the GM's power is absolute, and they can make up <em>everything</em>. FATE shares the narrative control around more. The NPC Fate Pool is there to help enforce the sharing aspect, by giving the GM a budget for it.</p><p></p><p>By the way, you are forgetting the "re-roll all dice" function of Fate Points.</p><p></p><p>You are also forgetting the "add +2 to a source of passive opposition" function.</p><p></p><p></p><p></p><p>Note that not all NPCs are opposition to the players. Some are allies. An ally might compel something against an antagonist.</p><p></p><p></p><p></p><p>Sometimes, for reasons the players are not yet aware, a proposed compel from a player won't be as cool at they hope. Rejecting the compel, then, still burns through a valuable resource, so the player gets a little something for their effort. </p><p></p><p></p><p></p><p>If you are declaring a story detail that is very specifically in the NPC's favor, you really should use a fate point. Same for hostile compels - if you, the GM want to compel a thing to make the PC's life difficult, that's a standard compel. If the <em>NPC</em> effectively wants to compel a thing, for their own direct benefit, that should be a hostile compel, and cost the NPC a Fate point.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7843053, member: 177"] In an absolute sense, yes, the GM can do anything they wish. But, that's not how the game is designed to work, with a GM arbitrarily assigning bonuses when they feel like it. There's some expectation that the GM is playing by the rules, which means if they want to add a +2, they really ought to have an Aspect somewhere and invoke it with a point. This is important - in D&D, the entire world is in the GMs hands, and the players have little narrative control - the GM's power is absolute, and they can make up [I]everything[/I]. FATE shares the narrative control around more. The NPC Fate Pool is there to help enforce the sharing aspect, by giving the GM a budget for it. By the way, you are forgetting the "re-roll all dice" function of Fate Points. You are also forgetting the "add +2 to a source of passive opposition" function. Note that not all NPCs are opposition to the players. Some are allies. An ally might compel something against an antagonist. Sometimes, for reasons the players are not yet aware, a proposed compel from a player won't be as cool at they hope. Rejecting the compel, then, still burns through a valuable resource, so the player gets a little something for their effort. If you are declaring a story detail that is very specifically in the NPC's favor, you really should use a fate point. Same for hostile compels - if you, the GM want to compel a thing to make the PC's life difficult, that's a standard compel. If the [i]NPC[/i] effectively wants to compel a thing, for their own direct benefit, that should be a hostile compel, and cost the NPC a Fate point. [/QUOTE]
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