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<blockquote data-quote="Deadstop" data-source="post: 9873154" data-attributes="member: 61557"><p>No. Spending a Fate point gives you a +2 or a reroll. They are not “just declare whatever you want” points.</p><p></p><p>Fate does have other mechanisms that allow the creation of new truths (aspects) about a scene or character … but in most cases that happens because of an in-character action that sets up that new reality. The room is now “on fire” because you took action to set it on fire. Your foe is “knocked down” because you knocked him down. That kind of thing.</p><p></p><p>Sometimes perception-type rolls will let you “discover” an aspect that didn’t exist until you just now made it up, but it still has to pass the smell test at the table. “The master villain is actually my best friend, and so he just gives up and goes home” is poor form, same as “My DMPC does everything while you guys watch.” Increased sharing of narrative power does not force the actual people at the table to keep playing if something really stupid just happened, just as when that power is more centralized in the GM’s hands.</p><p></p><p></p><p></p><p>Blades is a heist/caper game. A lot of those nowadays have some mechanism to cover the “actually that was all part of our plan” twists that frequently occur in such stories, without requiring the group to literally plan for every contingency or the GM to have detailed floor plans, maps of the electrical grid, or whatever else a real heist crew might make use of.</p><p></p><p>If you still think that’s dumb, I cannot help that, but it’s quite deliberate and still doesn’t let you just declare “We win.” Heck, the equipment thing is usually handled by having everyone choose in advance how obviously loaded with stuff they are, and then pick the individual items on the fly … but still from the list that comes with your character.</p></blockquote><p></p>
[QUOTE="Deadstop, post: 9873154, member: 61557"] No. Spending a Fate point gives you a +2 or a reroll. They are not “just declare whatever you want” points. Fate does have other mechanisms that allow the creation of new truths (aspects) about a scene or character … but in most cases that happens because of an in-character action that sets up that new reality. The room is now “on fire” because you took action to set it on fire. Your foe is “knocked down” because you knocked him down. That kind of thing. Sometimes perception-type rolls will let you “discover” an aspect that didn’t exist until you just now made it up, but it still has to pass the smell test at the table. “The master villain is actually my best friend, and so he just gives up and goes home” is poor form, same as “My DMPC does everything while you guys watch.” Increased sharing of narrative power does not force the actual people at the table to keep playing if something really stupid just happened, just as when that power is more centralized in the GM’s hands. Blades is a heist/caper game. A lot of those nowadays have some mechanism to cover the “actually that was all part of our plan” twists that frequently occur in such stories, without requiring the group to literally plan for every contingency or the GM to have detailed floor plans, maps of the electrical grid, or whatever else a real heist crew might make use of. If you still think that’s dumb, I cannot help that, but it’s quite deliberate and still doesn’t let you just declare “We win.” Heck, the equipment thing is usually handled by having everyone choose in advance how obviously loaded with stuff they are, and then pick the individual items on the fly … but still from the list that comes with your character. [/QUOTE]
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