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<blockquote data-quote="CapnZapp" data-source="post: 7898704" data-attributes="member: 12731"><p>#3 might resemble Fate, since that's a narratively strong rpg. But as I said, it's directly lifted from WFRP, a much more "classic" old school game.</p><p></p><p>And no, I would say it counts as abuse to use Fate Points to survive suicide missions. But that's a valid point, since already the 1st edition of WFRP contained the mechanism (so I'm sure it has been discussed several times over the decades since!).</p><p></p><p>Here's the original definition (I've checked; it matches pages 15 and 74 of the original book):</p><p>[URL unfurl="true"]https://wfrp1e.fandom.com/wiki/Fate_Points[/URL]</p><p></p><p>The first paragraphs (up until the table) was in the players' section. The remainder is from the GM's section. Here are some choice excerpts (remember, this stuff is from all the way back in 1986 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p><em>Fate Points are powerful things and players should be reminded that they are precious.</em></p><p></p><p></p><p></p><p>I would say there's a difference between taking risks, making miraculous escapes and whatnot on one hand, and directly gaming the mechanism on the other. In the four decades I've played and GM'd Warhammer, the issue has never come up, honestly.</p><p></p><p>This is because it is still under the Games Master's power to describe how the player character survives. If the players start trying to pull off stunts like this, tell them their character survives... but only wakes up after a month in a coma... or finds him- or her-self alive, but imprisoned in a Dimensional Gate...</p><p></p><p>...but all that is the old tired antagonistic GM:ing style that never actually works. If the players aren't genuinely "on board" as it were, there is nothing you can do, and I suspect you would have issues even if you scrap Hero Points entirely. </p><p></p><p>That is, the Hero Point usage isn't the disease, it's a symptom. You need to talk to your players. <em>It isn't the job of a game mechanic (like Hero Points) to keep players in check.</em> That job belongs to the players.</p><p></p><p>That is, it shouldn't be hard to arrive at a consensus with your players on what kinds of stories you want to tell. Talk to your players. Trust them. </p><p></p><p>That, or get a new crew to play with. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7898704, member: 12731"] #3 might resemble Fate, since that's a narratively strong rpg. But as I said, it's directly lifted from WFRP, a much more "classic" old school game. And no, I would say it counts as abuse to use Fate Points to survive suicide missions. But that's a valid point, since already the 1st edition of WFRP contained the mechanism (so I'm sure it has been discussed several times over the decades since!). Here's the original definition (I've checked; it matches pages 15 and 74 of the original book): [URL unfurl="true"]https://wfrp1e.fandom.com/wiki/Fate_Points[/URL] The first paragraphs (up until the table) was in the players' section. The remainder is from the GM's section. Here are some choice excerpts (remember, this stuff is from all the way back in 1986 :) ) [I]Fate Points are powerful things and players should be reminded that they are precious.[/I] I would say there's a difference between taking risks, making miraculous escapes and whatnot on one hand, and directly gaming the mechanism on the other. In the four decades I've played and GM'd Warhammer, the issue has never come up, honestly. This is because it is still under the Games Master's power to describe how the player character survives. If the players start trying to pull off stunts like this, tell them their character survives... but only wakes up after a month in a coma... or finds him- or her-self alive, but imprisoned in a Dimensional Gate... ...but all that is the old tired antagonistic GM:ing style that never actually works. If the players aren't genuinely "on board" as it were, there is nothing you can do, and I suspect you would have issues even if you scrap Hero Points entirely. That is, the Hero Point usage isn't the disease, it's a symptom. You need to talk to your players. [I]It isn't the job of a game mechanic (like Hero Points) to keep players in check.[/I] That job belongs to the players. That is, it shouldn't be hard to arrive at a consensus with your players on what kinds of stories you want to tell. Talk to your players. Trust them. That, or get a new crew to play with. ;) [/QUOTE]
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