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Do NPCs Get Personal FATE Points?
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<blockquote data-quote="pemerton" data-source="post: 7843968" data-attributes="member: 42582"><p>[USER=177]@Umbran[/USER] - all your stuff about limits on GM power etc is crystal clear. (I don't play Fate but I play Cortex+ Heroic, which uses a somewhat similar approach via the Doom Pool.)</p><p></p><p>But a question about NPC compels. Page 82 says "you can get more [fate points] in theat scen if they [the NPCs in that scene] take a compel, like PCs do". Pagae 71 says "If you're in a situation when haing or being around a certain aspect means your character's life is more dramatic or complicated, someone can compel the aspect" and then says that either the compel is accepted - earning a point - or refused - costing a point. Spending a fate point to refuse a compel is also mentioned on p 80 as one of the ways to spend a fate pont, just as page 81 lists accepting a compel as one way to earn a point.</p><p></p><p>Page 71 also has the following rule which seems like it should have been on the p 80 list but (presumably due to an editing oversight) is not there - "if a player wants to compel another character, it costs a fate point to propose the complication."</p><p></p><p>So suppose the GM's antagonist NPC has the aspect <em>Hubristic mastermind</em>, and the PCs have been caught in the NPC's death trap. It seems that the players could suggest that a <em>hubristic mastermind</em> would leave them unguarded, being overwhelmingly confident of the success of his cunning ploy. It seems that a player can pay a fate point to propse that complication, and then either the GM can accept the complication and put a fate point into his/her own pool, or refuse the complication and pay a fate point out of his/her pool. (As I read the rules the player's spend point does not go into anyone's pool but is simply gone.)</p><p></p><p>To me this seems to be what [USER=6685730]@DMMike[/USER] has missed. Have I got it roughly right?</p><p></p><p>EDIT: Also, and in response to the OP - p 81 lists as a way to earn a fate point <em>having your aspects invoked against you</em>: "If someone pays a fate point to invoke an aspect attached to your character, you gain their fate point at the end of the scene." It seems to me that the GM doesn't get fate points in this way, as the rules on page 82 - which mention in-scene fate points for accepting compels, and mention end-of-scene fate points for comples and conceding - don't say anything about it. Stepping back from the rules text to the system logic, this way of earning fate points looks to me like an aspect of player/GM asymmetry that complements the asymmetry I alread noted in having to spend to provoke a compel. That is, players have to pay to muck around with someone else's stuff, and they get paid when someone else mucks about with their stuff. Which is a clear nod to the traditional distinction between GM and player roles in a RPG.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7843968, member: 42582"] [USER=177]@Umbran[/USER] - all your stuff about limits on GM power etc is crystal clear. (I don't play Fate but I play Cortex+ Heroic, which uses a somewhat similar approach via the Doom Pool.) But a question about NPC compels. Page 82 says "you can get more [fate points] in theat scen if they [the NPCs in that scene] take a compel, like PCs do". Pagae 71 says "If you're in a situation when haing or being around a certain aspect means your character's life is more dramatic or complicated, someone can compel the aspect" and then says that either the compel is accepted - earning a point - or refused - costing a point. Spending a fate point to refuse a compel is also mentioned on p 80 as one of the ways to spend a fate pont, just as page 81 lists accepting a compel as one way to earn a point. Page 71 also has the following rule which seems like it should have been on the p 80 list but (presumably due to an editing oversight) is not there - "if a player wants to compel another character, it costs a fate point to propose the complication." So suppose the GM's antagonist NPC has the aspect [I]Hubristic mastermind[/I], and the PCs have been caught in the NPC's death trap. It seems that the players could suggest that a [I]hubristic mastermind[/I] would leave them unguarded, being overwhelmingly confident of the success of his cunning ploy. It seems that a player can pay a fate point to propse that complication, and then either the GM can accept the complication and put a fate point into his/her own pool, or refuse the complication and pay a fate point out of his/her pool. (As I read the rules the player's spend point does not go into anyone's pool but is simply gone.) To me this seems to be what [USER=6685730]@DMMike[/USER] has missed. Have I got it roughly right? EDIT: Also, and in response to the OP - p 81 lists as a way to earn a fate point [I]having your aspects invoked against you[/I]: "If someone pays a fate point to invoke an aspect attached to your character, you gain their fate point at the end of the scene." It seems to me that the GM doesn't get fate points in this way, as the rules on page 82 - which mention in-scene fate points for accepting compels, and mention end-of-scene fate points for comples and conceding - don't say anything about it. Stepping back from the rules text to the system logic, this way of earning fate points looks to me like an aspect of player/GM asymmetry that complements the asymmetry I alread noted in having to spend to provoke a compel. That is, players have to pay to muck around with someone else's stuff, and they get paid when someone else mucks about with their stuff. Which is a clear nod to the traditional distinction between GM and player roles in a RPG. [/QUOTE]
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