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<blockquote data-quote="weem" data-source="post: 5096054" data-attributes="member: 9470"><p>We don't have unspoken rules. Like I have said, my thread starts with assuming that people are familiar with Aspects from Fate... that means the rules about how they work. My players looked over them when we started (I made sure everyone was into it before implementing it) and I think the section about narrative control is great and works well.</p><p></p><p>Maybe that is the problem. Maybe instead of "declaration" the card should say (as it does in the rules) Take <u>minor</u> "narrative control".</p><p></p><p>Just so we know what I am referring to, here are the appropriate sections from Fate...</p><p></p><p>//////////</p><p></p><p><em><strong>Fate Points</strong></em></p><p><em></em></p><p><em><snip>some other uses, including bonuses etc</snip></em></p><p><em></em></p><p><em>They may also spend a Fate point for minor narrative control of a situation.</em></p><p><em>Common uses for this include finding a convenient item, knowing someone</em></p><p><em>in a particular town, or showing up at just the right moment in another</em></p><p><em>scene. Effectively, this expenditure allows the player to take the role of GM</em></p><p><em>for a moment. The GM has full veto rights on any such expenditures, in</em></p><p><em>which case the point is not spent.</em></p><p><em></em></p><p><em>More often than not, this sort of expenditure of Fate points is an attempt by</em></p><p><em>the players to keep things moving. Its more fun to just assume you have the</em></p><p><em>tool you need in your trunk than to have to drive back from the haunted</em></p><p><em>house, hit a hardware store, and then drive back. As a GM, if the</em></p><p><em>expenditure lets people continue to have fun without breaking anything, it</em></p><p><em>should generally be allowed.</em></p><p><em></em></p><p><em>Its also important to consider how reasonable the players request is. If its</em></p><p><em>really no stretch at all, spending a Fate point shouldnt even be necessary.</em></p><p><em>Fate points are really for use in that narrow spectrum between completely</em></p><p><em>logical and GM ruling.</em></p><p><em></em></p><p><em>And on the next page...</em></p><p><em></em></p><p><em><strong>How Much Power Should Players Have?</strong></em></p><p><em></em></p><p><em>Granting the players any degree of narrative control may</em></p><p><em>seem like an odd idea to GMs who have not encountered</em></p><p><em>the idea before. As such, exactly how far it goes is almost</em></p><p><em>entirely based on the GMs comfort level. GMs are</em></p><p><em>welcome to ignore this option entirely, but we strongly</em></p><p><em>encourage GMs to at least give it a try. Even something</em></p><p><em>so simple as allowing players to spend a Fate point to</em></p><p><em>have the right item in their backpack can be very</em></p><p><em>satisfying for everyone involved. As far as were</em></p><p><em>concerned, theres no limit on how far this power can</em></p><p><em>extend. It’s possible to give player broad narrative power</em></p><p><em>with this mechanic, allowing them to use Fate points to</em></p><p><em>create plots and NPCs and generally complicate stories.</em></p><p><em>If that sounds like fun, give it a try - the only real</em></p><p><em>limitation should be that its done so everyone has more</em></p><p><em>fun. If the players are spending Fate points and things are</em></p><p><em>becoming less fun as a result, its time to tone things</em></p><p><em>down a notch.</em></p><p></p><p>//////////</p><p></p><p>That covers it well enough, at least for us. Everyone got the idea and were excited. </p><p></p><p>Now, is that enough for the masses for its addition to D&D? Maybe not. It works for Fate apparently, but as you mentioned that is a different game.</p><p></p><p>I don't know, you tell me - does changing the term from "Make a declaration" to "Take minor narrative control" make it easier to manage? What about after reading those rules (maybe you have read them before, I'm not sure)?</p></blockquote><p></p>
[QUOTE="weem, post: 5096054, member: 9470"] We don't have unspoken rules. Like I have said, my thread starts with assuming that people are familiar with Aspects from Fate... that means the rules about how they work. My players looked over them when we started (I made sure everyone was into it before implementing it) and I think the section about narrative control is great and works well. Maybe that is the problem. Maybe instead of "declaration" the card should say (as it does in the rules) Take [U]minor[/U] "narrative control". Just so we know what I am referring to, here are the appropriate sections from Fate... ////////// [i][B]Fate Points[/B] <snip>some other uses, including bonuses etc</snip> They may also spend a Fate point for minor narrative control of a situation. Common uses for this include finding a convenient item, knowing someone in a particular town, or showing up at just the right moment in another scene. Effectively, this expenditure allows the player to take the role of GM for a moment. The GM has full veto rights on any such expenditures, in which case the point is not spent. More often than not, this sort of expenditure of Fate points is an attempt by the players to keep things moving. Its more fun to just assume you have the tool you need in your trunk than to have to drive back from the haunted house, hit a hardware store, and then drive back. As a GM, if the expenditure lets people continue to have fun without breaking anything, it should generally be allowed. Its also important to consider how reasonable the players request is. If its really no stretch at all, spending a Fate point shouldnt even be necessary. Fate points are really for use in that narrow spectrum between completely logical and GM ruling. And on the next page... [B]How Much Power Should Players Have?[/B] Granting the players any degree of narrative control may seem like an odd idea to GMs who have not encountered the idea before. As such, exactly how far it goes is almost entirely based on the GMs comfort level. GMs are welcome to ignore this option entirely, but we strongly encourage GMs to at least give it a try. Even something so simple as allowing players to spend a Fate point to have the right item in their backpack can be very satisfying for everyone involved. As far as were concerned, theres no limit on how far this power can extend. It’s possible to give player broad narrative power with this mechanic, allowing them to use Fate points to create plots and NPCs and generally complicate stories. If that sounds like fun, give it a try - the only real limitation should be that its done so everyone has more fun. If the players are spending Fate points and things are becoming less fun as a result, its time to tone things down a notch.[/I] ////////// That covers it well enough, at least for us. Everyone got the idea and were excited. Now, is that enough for the masses for its addition to D&D? Maybe not. It works for Fate apparently, but as you mentioned that is a different game. I don't know, you tell me - does changing the term from "Make a declaration" to "Take minor narrative control" make it easier to manage? What about after reading those rules (maybe you have read them before, I'm not sure)? [/QUOTE]
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