stonehead
Explorer
There's a family of mechanics that all work like this: "The GM can invoke an aspect of your character to compel your character to do something. You can refuse (usually) but if you obey the compulsion, you get a reward; usually inspiration or xp." It was popularized by FATE, but it's used in all sorts of other systems too, like Cypher and Fabula Ultima.
At first, it seemed like a cool idea, but as I've played in games that use these mechanics, I've come to dislike how they play out at the table.
My first issue is the weird incentive structure they create. They almost don't reward you for playing your character on your own. If the GM can offer you xp to act cowardly, what happens when you act cowardly all on your own? Nothing, usually. The GM can only offer a bargain if your character is not acting according two their disadvantages. If this character was already acting cowardly, the GM has nothing to compel them to do. Some times the rules mention that you can give the bargain reward after-the-fact if the player acts in according to their traits, but that's a lot for a GM to track in practice (more on that later).
I remember one GURPS campaign I ran, and for those who haven't played, GURPS does not use a bargain mechanic. If you build a cowardly character for example, you have to succeed at a roll in order to act courageously. The GM wouldn't invoke the coward trait to get your character to run away. In this campaign, I had a player who had taken several different behavioral disadvantages. He was overconfident, honest, delusional, all sorts of things. Late in the campaign, I noticed that this character got 40 or so points from these disadvantages, but had never had to roll against them. That seemed a bit unfair, so I talked to the player about it, and he pointed out that he always played overconfident and delusional anyway, and that's why he never rolled. He was right, I couldn't think of a single time in the campaign where his character had lied or showed cautious restraint. That overconfidence had even gotten the party into some real difficult situations.
My other concern is more abstract. In the traditional ttrpg setup, the players control their characters and the GM controls the world, the npcs, and everything else. Obviously, these responsibilities are skewed, and the GM does much more work than any individual player. The trend of the past decade has been to shift some of that GM workload onto the players. Give the players some authority over the world, let them create npcs in their background, and give them mechanics to introduce story elements, and then the GM won't have to do as much work. These "bargain mechanics" flip the trend backwards, and go even beyond the traditional setup. The GM is now also responsible for how the player characters behave.
I've seen GMs (myself included) mostly forget that they're supposed to be offering these bargains, and also I've seen them struggle to remember all the options they have to invoke. In a party of 5, with 3 traits each, that's 15 individual traits for the GM to remember and consider at each opportunity. It's not that big of a burden, but it is more added on top of controlling everything else.
I'm curious what everyone else thinks. Could the GMs you've played with keep track of all these invokable traits ok, or did they struggle to remember them all. Were the players who had their characters act out their flaws rewarded in the same ways as the others? Is there some obvious thing that my tables have been missing?
At first, it seemed like a cool idea, but as I've played in games that use these mechanics, I've come to dislike how they play out at the table.
My first issue is the weird incentive structure they create. They almost don't reward you for playing your character on your own. If the GM can offer you xp to act cowardly, what happens when you act cowardly all on your own? Nothing, usually. The GM can only offer a bargain if your character is not acting according two their disadvantages. If this character was already acting cowardly, the GM has nothing to compel them to do. Some times the rules mention that you can give the bargain reward after-the-fact if the player acts in according to their traits, but that's a lot for a GM to track in practice (more on that later).
I remember one GURPS campaign I ran, and for those who haven't played, GURPS does not use a bargain mechanic. If you build a cowardly character for example, you have to succeed at a roll in order to act courageously. The GM wouldn't invoke the coward trait to get your character to run away. In this campaign, I had a player who had taken several different behavioral disadvantages. He was overconfident, honest, delusional, all sorts of things. Late in the campaign, I noticed that this character got 40 or so points from these disadvantages, but had never had to roll against them. That seemed a bit unfair, so I talked to the player about it, and he pointed out that he always played overconfident and delusional anyway, and that's why he never rolled. He was right, I couldn't think of a single time in the campaign where his character had lied or showed cautious restraint. That overconfidence had even gotten the party into some real difficult situations.
My other concern is more abstract. In the traditional ttrpg setup, the players control their characters and the GM controls the world, the npcs, and everything else. Obviously, these responsibilities are skewed, and the GM does much more work than any individual player. The trend of the past decade has been to shift some of that GM workload onto the players. Give the players some authority over the world, let them create npcs in their background, and give them mechanics to introduce story elements, and then the GM won't have to do as much work. These "bargain mechanics" flip the trend backwards, and go even beyond the traditional setup. The GM is now also responsible for how the player characters behave.
I've seen GMs (myself included) mostly forget that they're supposed to be offering these bargains, and also I've seen them struggle to remember all the options they have to invoke. In a party of 5, with 3 traits each, that's 15 individual traits for the GM to remember and consider at each opportunity. It's not that big of a burden, but it is more added on top of controlling everything else.
I'm curious what everyone else thinks. Could the GMs you've played with keep track of all these invokable traits ok, or did they struggle to remember them all. Were the players who had their characters act out their flaws rewarded in the same ways as the others? Is there some obvious thing that my tables have been missing?







