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Topic: [FATE]Intrinsic Extras and what I learned of them
Started by: loki's wrangling
Started on: 7/11/2005
Board: Actual Play


On 7/11/2005 at 3:00pm, loki's wrangling wrote:
[FATE]Intrinsic Extras and what I learned of them

I feel so stupid about this... I think I totally messed up with the intrinsic extra that one of the characters in my ongoing Fate campaign has. It looked good on paper, wasn't until actual play that I realized it might not be such a good idea. I talked to the player but he likes the extra and thinks it's integral to his character, and anyway it was my fault for not realizing the problem up front. The PC gets to keep the extra, but I might as well learn from my mistakes.

The extra in question is "extremely acute hearing," No modifying circumstances. *kicks self* That might not be such a problem in itself, except that I realized belatedly that I had to describe all sorts of sounds to the PC that might become important plot points later on, letting the player get far more mileage out of that skill rank than he would have otherwise. The guy is an excellent player but has some power-gaming tendencies, and I believe maximum efficiency was more on his mind than character integrity. And the possible loopholes with Fate, with its freeform chargen...Arrgh.

Anyway, I all but begged and wheedled him so that this ability would really only matter when the character was concentrating on his hearing, or in a tense situation. And if the PC starts "concentrating" twenty times a session, that extra is getting slapped right up to an Aspect.

Rambling self-pity aside, at least I can learn from my mistake. The line between Aspects, skills, and intrinsic extras can be blurry, but in light of my experience I think some of the elements that make a good intrinsic extra are:

1. Something that you either have or you don't, like the examples in the rulebook. Something that's simply a matter of degree (hearing, strength, sight etc.) is better off as a related skill or aspect.

2. An ability that's only used in certain situations. Talking to trees? No use, unless a) trees are around and b) they have something useful to say. Otherwise the ability is just excellent fluff. Breathing under water? You have to be underwater first.

Man, after the third session of my second campaign as a GM it seems I'm doing nothing but make mistakes right and left. *blush* At least I'm learning.

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On 7/11/2005 at 6:58pm, Lord_Steelhand wrote:
Re: [FATE]Intrinsic Extras and what I learned of them

loki's wrangling wrote: The extra in question is "extremely acute hearing," No modifying circumstances. *kicks self* That might not be such a problem in itself, except that I realized belatedly that I had to describe all sorts of sounds to the PC that might become important plot points later on...


I would read Poe's "Fall of the House of Usher" for notes on how extra sensitive senses can make life mad. Come to think of it, "The Tell Tale Heart" is a good one as well, but that is more about digging guilt.

Also, think of ways that it can be balanced. If the enemy knows about his ability, let them start using white noise fields, waterfalls, spells of silence (or cones thereof).

Also, curb the tendancy to describe focused sounds (like plot relevent ones). If he is concentrating to listen to something, describe several additional sounds as well as the one that is plot relevent. Avoid the idea that details are always relevent if the character is seeking them out. Do not include interpretations of the sounds he hears unless he has a skill in audio analysis (or whatever).

All in all, it shouldn't be that much of a restricting factor, what is likely bugging you, from my reading of your post, is that he is leaning on it as a super useful tool. Unless your game is centered around superheroes or supernatural talents, I would make the ability and its functions more realistic - really great hearing isn't much better in most real-world cases than normal hearing - it has a wider range of frequencies, not a "shotgun mic" effect.

Other random thoughts:

Electricity makes a hum that is barely audible.
VanGohn went crazy due to tenitis (a ringing in his ears).
People say mean things about you under their breath when they think you can't hear them.
Magic may make some sort of ultra-sonic sound that is annoying to someone who can hear it (demons chanting, souls wailing as their energy is enslaved).
The Horror genre loves the idea that just outside of normal perception are things best left unseen (or unheard).
Maybe he can hear the Things Beyond as they stomp through our daily lives (but can't see them).



Throw a Bang or two based on it at him. He hears his best gal's heart flutter when she says she loves him - a possible sign of a lie. He overhears a conversation between two people that forces him to choose between what he needs to do and stopping whatever they are planning.

I think anything that a character has as a handle is a good thing. If the player ever fusses about how much of an impact the negative parts of his Gift are having, just remind him that he chose to accentuate that part of his character. You are justified in exploring it with him with a different focus (but not necessarily a mean streak).

Stay with your gut and don't be afraid to stand back and Reality Check it every so often.

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On 7/11/2005 at 7:57pm, Andrew Norris wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Hello,

I think we could use some more information as to what the specific problem is. I've always seen FATE as a system where abilities indicate what the player wants to be impotant, and not resources used for overcoming tactical challenges. Is this acute hearing thing really causing a problem in play?

I'm hearing in your post some sense of frustration that he's getting the power of an Aspect out of an Extra -- which, for you not FATErs, is like paying a quarter for something that usually costs a buck -- but he's still not getting the reroll and invocation abilities he'd get if he had it as an Aspect, so I don't see that there's a straight game-balance issue. Is the problem that, given an ability he can use at will, he's stopping play every few minutes to use it?

Whatever the real issue, or what you decide to do about it, I would't beat yourself up about it. These kinds of "mistakes" are typically invisible to the players.

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On 7/12/2005 at 3:55am, loki's wrangling wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Good points, my lord. :) It was in fact in the "begging, wheedling" conversation that I pointed out that acute hearing could be a hindrance as much as a benefit. The player countered by saying that the character wouldn't pay attention to most sounds, unless he started concentrating on his hearing. If I'd known that in advance I would definitely have insisted that this hearing ability be an aspect.

The specifics of the situation is this: The campaign is a low-magic fantasy with ordinary humans. The character in question (Reyn) is a thief/spy type, and the campaign began with he and the other PCs fleeing the capital when a coup d'etat took place.

I described sporadic battles throughout the city, which were more aural than visual; clash of weapons, shouted orders and defiance, swearing, screaming. I was unsure at what distance Reyn should start hearing them, how sooner he should hear the sounds than his companions, etc., all the more because I was largely winging the thing, as in "here's a dramatically appropriate moment!" In one scene there was a fight that Reyn entirely narrated to his companions by hearing(but the fight was about another PC in the party), which I felt was a good usage of the ability. But most of the time, really, I'm pretty unsure how to a) repay the investment and b) not let Reyn get all-powerful. So no, he's not disrupting the play, the issue is more mine, really.

Anyway the player seemed to have no problem with the way I was handling things--these "mistakes" are definitely more visible to the GM than the players. Our aforementioned conversation started like this:

Me: Look, I don't think your investment in this "acute hearing" extra is paying off. I'm sorry I'm handling it so badly.
The Player: What? How?
Me: *stare*

So maybe it's okay to go on the way I have, after all. :D But I'm going to start adding slightly more negatives to the equation, for the sake of flavor and reality. The "sound of magic" is a great idea, too. One of the other PCs carries a violin that has a sleeping wind-elemental inside, and summons her in times of danger. I could work something about that into the party dynamics.

By the way, I'm reading The Fall of the House of Usher online. Good stuff.

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On 7/12/2005 at 4:33pm, Old_Scratch wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

I think the problem might be in your perception of his ability as a problem.

There's been some great advice on how to deal with the problem, in particular the House of Usher reference.

I'd like to suggest two other sources:

1) "The Conversation" featuring Gene Hackman. An electronic surveillance expert, he uses bugs to listen in an discovers shocking information about a crime that may be committed. I'm not going to say any more, but once you've seen this film, you'll have a whole bag of tricks to pull on him

2) "A Game of Thrones". Midway through the book, one character listens in on some plotting. Stuff is hinted at and suggested, but 90% of it makes no sense at all until in hindsight.

Being able to hear very well does not mean omniscience. The player cannot hear the conspiring of people distant from him... if this is a concern, don't have the conspirators plot around him. Have them do it moments before.

Others may speak in another language, or talk in low hushed voices that aren't audible. Or have a raspy voice from damage done to the throat.

And simply hearing things does not provide clarity of offer context to the problem. "He'll be dead in days" does not mean a murder is happening, but could be a doctor telling a grieving wife that her husband is dying of cancer. All manner of fun can be had with this (see "The Conversation" above).

Or, use that spying as a way to insert the player into the plot. Another source: "The Lion in Winter", when a character hides behind curtains to listen in on a conversation. A great way to launch the character into a scene.

In truth, rather than worrying about his power ruining YOUR adventures, I think you should look at his power creating THAT PLAYER'S adventures. Overhearing conversations, being aware of things. Not only that, but as "The Fall of the House of Usher" suggests, hearing can be a problem. There are times when you don't want to hear things:

A father beating his wife or child in the room next door. A man on the streets buying a child. The creepy or disturbing conversations people have. The barmaid calling the character a creep or a skinflint behind his back... etc... etc...

You've got a wonderful opportunity here to use. I think you need to shift your perspectives a bit though on whose adventures it is you are running.

EDIT

One of the other PCs carries a violin that has a sleeping wind-elemental inside, and summons her in times of danger. I could work something about that into the party dynamics.


Yes! This is a great idea. The Elemental could whisper to that character, begging and pleading constantly to be released from its bondage, whispering promises and making claims. When he doesn't do it, the Elemental might put some sort of pitch in the violin to cause acute pain the character's hearing.

The hearing PC may hear the whispers of the dead, and in areas like graveyards be freaked out. Whilst talking to a pregnant woman, perhaps the baby fetus whispers to the PC "Don't let him hit us anymore, he might kill us next time..."

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On 7/12/2005 at 4:50pm, Gaerik wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

One other thing to remember is that the player didn't buy inhumanly good hearing. He just bought acute hearing. It's like having 20/10 vision. Nothing supernatural about it. It won't even give him that much more than a normal character would get. Since he just paid for an Extra and not an Aspect with multiple boxes, I'd just treat most of what he gets as a little extra color to most scenes. Certainly use it to set up cool situations but you should be using anything and everything for that. What I wouldn't do is vastly increase his character's effectiveness. He paid for cool color. Give it to him. If he wants greater effectiveness, let him buy an Aspect, "Extremely Acute Hearing". That's what Aspects are for.

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On 7/12/2005 at 5:10pm, Ron Edwards wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Hiya,

I guess I'm a little confused about a couple of things. "loki's wrangling," can you help me out a little?

I'm going to re-state your concern as I understand it, and you tell me whether I'm on the right track.

You have to tell me: do I have this correctly stated? If not, then say so, and the rest of this post can be ignored and we'll all move on. If I do have it right, or almost do, then I can help.

Here goes ...

I'm used to this from years of playing Champions. It's the "Wolverine's senses" effect.

Have a guy show up who is one of your villains out of costume? Wolverine senses exactly who he is, because Wolverine perceives scents, and scents don't lie.

Was that guy lying? Ah, Wolverine knows, because his senses can tell when a person's stressed.

Have a surprise attack? Wolverine's not surprised by it, because Wolverine senses the merest snap of a twig, or better, the unusual silence that precedes an ambush.

Is something going on nearby? Wolverine knows all about it, because Wolverine can hear it all, and tell how far away it is, and how many bulkheads are in between. And so on.

Note that Wolverine's senses operate in three distinct ways, as I tried to illustrate above:

a) Prior to an event
b) During an event or interaction (i.e. resolving a conflict)
c) After an event, retroactively stating what the senses "would" have done and negating what you have established

There really won't be any way to make this "acute hearing" enjoyable for you. It's basically turned the player into a co-GM ... and not only that, a co-GM with a clear investment in a given character's importance, positioning into scenes, and even possibly how his resolutions are handled.

Think about it. What if such a person were the only GM? That would suck, right? His NPC would be the center of everything. You have managed to find a player who is doing something people that hate when a GM does it - and sure enough, you as fellow participant are not finding it fun when anyone does it.

Again, let me know whether I'm on the right track.

Best,
Ron

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On 7/13/2005 at 2:32pm, loki's wrangling wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

There really won't be any way to make this "acute hearing" enjoyable for you. It's basically turned the player into a co-GM ... and not only that, a co-GM with a clear investment in a given character's importance, positioning into scenes, and even possibly how his resolutions are handled.


Ouch. You're on the right track. Yes, that is how I feel. I just hope that won't be the way it actually turns out...

I'm afraid I've also gotten a little angry with the player, a good friend of mine, after that conversation. Though the posts to this thread have done wonders to alleviate it, believe me. :D Okay, partly because there are so many evil things I can do to his character, but only partly. Besides, the guy got into Fate and My Life with Master straight from AD&D and GURPS, it's no wonder he and I don't always see eye to eye when it comes to gaming.

Also, the player has the distinct meta-gaming disadvantage of not getting Fate points for the negative parts of his gift, if gift indeed it is. (After seeing these posts I'm not even sure anymore...) In-game, also, the character can't help but suffer from his acute hearing, or just get thrown into more confusion and therefore more stories. It's not a fix-all, but both flavor and story hook. I can work with this.

Keep the advice coming, if you've got any more after all the good stuff you've thrown at me. Come on, I'm daring ya! XD

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On 7/13/2005 at 2:57pm, Sean wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Ron has cut to the heart of the matter with his usual penetrating insight - it's a social contract issue. Talk to your friend and sort it out.

I might point out the section of the FATE rules on intrinsic extras to him, though.

Taking it as an Aspect - useful when the player decides it is.

Taking it as an Extra - useful when the GM decides it is, plus allows the player to use other Aspects in circumstances where it might not normally be allowed (e.g. picking out some details of a conversation in a crowded room, IF he has a "Listen" or "Read Lips" or "Innuendo" - type Aspect in addition.

So by taking this as an Extra, he's basically ceding authority over its active use to you. Now, he can come back and say things like "I would have heard that...", but it's up to you whether you respect those requests. If you expect the requests to be constant and universally aimed at momentary advantage, that gets back to the social contract stuff that Ron pointed out, and so the conversation becomes once again necessary.

I find it a little disturbing that so many other responses on this thread are basically of the 'find a way to twist it around and screw him with it' variety. I don't think this is the right approach at all - you're getting sucked into the same kind of thinking, and not respecting the game rules, if you do this.

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On 7/13/2005 at 4:24pm, Ron Edwards wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Sean's nailed it.

This is really key: you cannot resolve this situation from "within the rules" or in any fashion that's in-game whatsoever.

Debating about what Acute Senses "can or cannot do" is fruitless.

Coming up with "teaching-type consequences" in terms of what then happens to the character is fruitless.

This is purely and simply a Social Contract issue: who are we, why are we playing in this game together, and what are our respective roles in helping us jointly to achieve our goals.

Best,
Ron

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On 7/13/2005 at 4:34pm, Andrew Norris wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

It sounds like Ron's got the Social Contract issue nailed down, so I'm going to talk to particulars of the FATE rules. (Obviously that's less important, but it seems relevant.)

Investment in an Extra or Aspect in FATE isn't really about how powerful that ability is at all; it's about its importance in play. For reference, an Aspect is a defining element of the character that can be used for significant impact. An Extra is kind of a fraction of an Aspect, cheaper to purchase and providing less impact on play.

As I interpret the rules, an Extra is usually "color", but it can be invoked once per session to have a significant effect. (The example in the rulebook is Harry Potter's invisibility cloak -- it's a very powerful ability, but it comes up very rarely.) This invocation lets the character do something special, but doesn't carry Director stance level of control.

An Aspect is a larger investment, and gives corresponding more player input on play. Players can go Director Stance-y by checking off an Aspect, or spending a Fate Point. Resolving a scene through use of an Aspect would be a reasonable amount of power to give to it.

Now, let's go with the "Wolverine's Senses" issue. The player would like their ability to have a significant effect on play. By the rules, they can do that -- by invoking the Aspect (using it for the session) or spending a Fate point (a limited resource).

So they can pull a "Aha! I know he's lying" bit, but if they want to do this more than once or twice a session they need to have invested several Aspects in it. (Of course, the way the system works, I could do the same thing with any Aspect. Just because I've described the ability as broadly useful doesn't mean I can ignore the mechanical cost to invoke it.)

The way I'm reading it, he's paid a fraction of an Aspect in cost to get this ability, and wants to use it as if he'd invested several Aspects into it. Even worse, he's not limited in the number of times he can use it. He's spent one-fourth of a point on something he sees as worth infinite points in play.

So here's how I'd handle it mechanically: He buys "Extraordinary hearing" as, say, 2 Aspects. If he just happens to hear something useful, and it doesn't shape the scene, it's free. If he wants his hearing to make a significant difference in the scene, he checks off one of his uses, or spends a Fate point. If his acute hearing causes him significant inconvenience in a scene, the GM gives him a Fate point.

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On 7/13/2005 at 4:44pm, Andrew Norris wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Sorry, I cross-posted with Ron. I agree with him, and my lengthy rules digression doesn't really do a good job of showing that.

My point is that this system ties player power directly to their investments (in character creation with Aspects, and during play with Fate point expenditure). These resources are scarce. Playing a game using these rules is, in a way, saying "Everyone will be given equal opportunity to shape events."

In my experience with the system, it's vital for the group to understand "If you want something to be important in play, invest in it and hoard your Fate points." Trying to nail these things down after character creation is unsupported by the system. Defining abilities by their "in-game" power, rather than the investment in them, is also unsupported by the system.

To some extent, that's true about a lot of systems -- the rules are a part of saying "This is what we're trying to accomplish, and what everyone's role in that is." If someone playing Primetime Adventures has a character trait that's defined as broadly applicable, and wants to use it constantly to shape every scene in an episode where their Screen Presence is 1, the problem would be very similar.

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On 7/14/2005 at 1:53am, loki's wrangling wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

So by taking this as an Extra, he's basically ceding authority over its active use to you.


I see. And as such I decide how frequently it's used, with player input of course. The in-game problem I had with this extra is the fact that common sense would seem to dictate that 'acute hearing' should come into play much more often than, say, talking to trees or breathing underwater. I still hold that a good intrinsic extra woul have such modifying circumstances(and not give GMs massive headaches), but it's a tremendous relief to know that I don't have to micromanage sounds second by second to play this extra.

I find it a little disturbing that so many other responses on this thread are basically of the 'find a way to twist it around and screw him with it' variety.


I don't think so, necessarily. It comes back to social contract, I believe. Depends on whether player&GM decided on that extra to be a kewl power or double-edged character flavor. Knowing the player I believe he intends it to be the former and I'll play it mostly as a slight advantage, but it does have a lot of potential for character flavor and story hooks as well.

The "Game of Thrones" reference is particularly useful, since it has more than one instance where hearing all the revealing details of plots didn't help a bit in stopping them. That's a lot more interesting than an instantaneous "Eureka!" It would make tremendously good adventures if this keen-eared character heard suspicious things out of context, misinterpreted them, then dragged his companions into a wild goose chase, which chase results in completely unexpected twists. This is the stuff of classic adventure tales.

Investment in an Extra or Aspect in FATE isn't really about how powerful that ability is at all; it's about its importance in play. For reference, an Aspect is a defining element of the character that can be used for significant impact. An Extra is kind of a fraction of an Aspect, cheaper to purchase and providing less impact on play.


Investment in tandem with impact. Sometimes in astonishes me how elegantly balanced the system is.

So here's how I'd handle it mechanically: He buys "Extraordinary hearing" as, say, 2 Aspects.


If the player doesn't like the screentime his extra gets he just might have to do that.

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On 7/14/2005 at 2:51am, Noon wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Ron Edwards wrote: Sean's nailed it.

This is really key: you cannot resolve this situation from "within the rules" or in any fashion that's in-game whatsoever.

Debating about what Acute Senses "can or cannot do" is fruitless.

Coming up with "teaching-type consequences" in terms of what then happens to the character is fruitless.

This is purely and simply a Social Contract issue: who are we, why are we playing in this game together, and what are our respective roles in helping us jointly to achieve our goals.

He's holding the exploration to ransom though and I wonder about the issues raised with that.
"You'd have to admit my character would hear that conversation. Come on, if you don't, your killing exploration. Is that what you want?"

Once he makes that sort of statement, he's also faces the ransom himself. If he realises what the GM is saying about working together, he has to face the compromise of (his own) exploration by his own hand, because he had such conviction about those accute hearing powers before. But to co-operate with the group, he'll have to either A: Get over the damage to his exploration or B: get over his own convictions on the power.

If he grasps the group idea, I wonder if we will see him change characters.

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On 7/14/2005 at 3:15am, Sean wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Noon, your post reminds me of something. I don't want to derail Loki's thread, but this discussion has convinced me that the whole idea of intrinsic Extras is kind of dumb, in the sense of being an artifact of a kind of play I'm not sure FATE is really all about (but keep in mind I haven't played it, though I've read it fairly carefully). I mean, if the GM wants to tell you something or give you something, he can go ahead; likewise if you want to use an Aspect, that's a big deal, and you get what you were going for with it. If you want to be able to whack the story by hearing stuff, take an Aspect; if the GM wants you to hear stuff, she'll tell you anyway. On this model the most an extra is is a 'bump' if the GM can't decide one way or the other, or a rhetorical tool for wheedling at the GM ex post facto in precisely the way Loki is worried about (but then who really wants a wheedling-enabling mechanic, except in Hackmaster?).

Well, OK, here's something for Extras to mean: they're sort of a note to the GM saying "I'd like you to keep in mind to tell me about things relating to this." I guess I think that's peripheral and unrealistic enough to the (my?) psychology of running games not really to warrant inclusion.

Maybe Mike Holmes or one of the Evilhat guys can come around and set me straight on this if I'm missing something.

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On 7/14/2005 at 5:16am, Andrew Norris wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

(Again, folks, let us know if discussing the system used is off topic. My thought is if we're only making a few posts about it, it doesn't warrant creating a new thread in RPG Theory.)

Sean, I tend to agree with you. It looks to me as if Extras are ported directly over from Fudge Gifts, and the explanatory text about them is pretty vague. The only experience I have with them in play matches your take on things; they're just a reminder on the character sheet.

The issue there is, again, that this leaves use of the Extra in play as a social contract issue. In my game, one character purchased a houseboat as an Extra. We used it as his "home set", and framed several scenes there, but it was really only color. In another, it was used to denote interest in a particular NPC "Girl Friday". She remained under GM control, and again was used as color to provide dialog during investigation scenes. I wouldn't have played either resource differently if they'd spent no points at all, and just asked for the location or NPC to be present.

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On 7/14/2005 at 1:32pm, Lord_Steelhand wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Ron Edwards wrote: This is really key: you cannot resolve this situation from "within the rules" or in any fashion that's in-game whatsoever.

Debating about what Acute Senses "can or cannot do" is fruitless.

Coming up with "teaching-type consequences" in terms of what then happens to the character is fruitless.


With all due respect, I don't know that I agree with the above.

The rules of FATE, as discussed earlier allow the GM to arbeit when the special ability is useful, not the player. The player expects the GM to use fair play in resolving that, but is advocating for it to be considered useful in every advantageous situation.

Even in a social contract issue, the realism and fairness of the judgement is going to be the primary question. Even if the player accepts that the problem is Social Contract related (which is not a given), he will expect the judgement executed by the GM to be reasonable, thus the consideration of a realistic adjudication of the special ability has to play some role in the discussion.

So, while do think our initial discussion was missing that Social Contract aspect (and thus the solution that lies there), I do not think adjudication advice is "fruitless" at all. I wonder how one would resolve the Social Contract issue without discussing the method of judging the effects of the ability.

The only way I can think of is to disallow abilities that put a player in the co-GM seat, and that seems even more heavy-handed than just negotiating with the player to lay down some negatives for sake of fun and play if they will lay down some positives...

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On 7/14/2005 at 1:52pm, Gaerik wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Judd,

I think what Ron is saying is that given the situation described the source of the problem is a misunderstanding or miscommunication on what is acceptable/unacceptable in playing the game at the Social Contract level. If this is the case, then everything he said is true. All those other methods of resolving the situation aren't going to help until the very basic Social Contract issue is resolved. The system, techniques, rules, etc are all built on the foundation of the Social Contract. If that isn't nailed down and agreed upon then all the other stuff is going to have problems no matter what you do.

If the issue is NOT a Social Contract one but rather a difference of opinion on what the rules allow / disallow, then discussion of rules and techniques are what is needed. I don't *think* Ron is debating that but I'll let him respond one way or the other.

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On 7/14/2005 at 2:09pm, Sean wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Hi Steelhand -

It seems to me that what you're talking about is a social contract discussion.

to use fair play in resolving that


"Fair play" is a term which only makes sense at the social contract level. No game can stipulate what it means to play it 'fairly', though it can give suggestions. And people disagree both on what 'fairness' is in itself and whether particular situations are adjudicated fairly or not.

You really can't use the rules to do this. You can use the rules to point out what the rules are in this game. But with a rule like the Intrinsic Extras rule, where the rule apportions the GM credibility over something about my character, there's really no in-rules solution to the problem of a player who doesn't like the way the GM arbitrates the ability, or who 'works the ref' to try to get it to apply in more situations. Such a player in FATE should certainly be encouraged to take the ability in question as an Aspect instead, I think, because then the issue is resolved right there.

A lot of experienced roleplayers have trouble with this idea because most RPG rules are broken, so to make the games fun we constantly have/had to reinterpret what the rules say to maintain the kinds of credibility assignments we like (or think we like), and players and GMs have had to learn to self-police for 'fairness' etc. to use the rules at all, so they get confused about what stuff is part of the game and what stuff is really outside it. It doesn't have to be this way, and one reason I love the Forge is that a lot of games available here take this burden off you and let you just play the game with your imagination and whatever other desires you bring to it fully in force in play - or, if they're not fully in force, it's because you're concerned about the other people at the table as human beings, not because you're worried about breaking the game.

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On 7/14/2005 at 3:00pm, Lord_Steelhand wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Gaerik wrote: I think what Ron is saying is that given the situation described the source of the problem is a misunderstanding or miscommunication on what is acceptable/unacceptable in playing the game at the Social Contract level.


I agree. And I do see that the "arm's race" approach is not going to solve the issue, but I think that some consideration of the realism of the ability has to be present in any discussion of the Social Contract ramifications.

Player contract expectation - the GM will be fair about judging the effects of this ability and make the game fun for me.

GM contract expectation - I expect the player to understand my rulings about his ability, have reasonable expectations of it's use, and help make the game fun for me.

At some point, the water has to be tested about what the ability will mean in play - unless the answer is not to play anymore.

So I think it is fruitless only if that is the only level it is discussed at - which I must admit some shame in jumping to in my above "Give it to him with both barrels to see his raise" approach.

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On 7/14/2005 at 3:44pm, Gaerik wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

quot;Lord_Steelhand]Player contract expectation - the GM will be fair about judging the effects of this ability and make the game fun for me.

GM contract expectation - I expect the player to understand my rulings about his ability, have reasonable expectations of it's use, and help make the game fun for me.


The key here is how to define "fair" and "reasonable". These terms differ in meaning from Contract to Contract. This is where the problem has to be attacked first. Once this is nailed down, then discussion on the specifics of the rules application can take place. If the players can't find a common ground on those terms then all the rules discussion in the world isn't going to help.

For example, I've played in many games where the GM had final ruling on anything and could ignore or enforce rules whenever and wherever he pleased for the sake of the "story". This was the Social Contract's definition of "fair" and "reasonable". I'm very certain that many people on this forum would not agree to those definitions and no discussion of rules and applications would help in this context.

The current situation probably isn't that extreme but I think there is something that is disconnected on that level and until that level is worked out, all the other discussion is as Ron put it, "fruitless".

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On 7/14/2005 at 10:07pm, Mike Holmes wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Sean,

but this discussion has convinced me that the whole idea of intrinsic Extras is kind of dumb, in the sense of being an artifact of a kind of play I'm not sure FATE is really all about (but keep in mind I haven't played it, though I've read it fairly carefully).
I've been bitching to Fred and Rob to get rid of Intrinsic Extras (in fact Extras altogether) from day one. They stick out like a sore thumb.

Why can't accute hearing just be a "skill" (I've been asking them to change that term to ability or something, but they're agin it)? Anyhow it's easy enough to play this way...

Mike

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On 7/15/2005 at 2:13am, Noon wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Lord_Steelhand wrote: Even in a social contract issue, the realism and fairness of the judgement is going to be the primary question. Even if the player accepts that the problem is Social Contract related (which is not a given), he will expect the judgement executed by the GM to be reasonable, thus the consideration of a realistic adjudication of the special ability has to play some role in the discussion.

That's basically the problem though. He will expect it to be a realistic adjudication.

But realism doesn't automatically equal fun. A bit heretical I know, but although realism tastes sweet like suger, a cake that's made entirely from suger is not going to be the best cake ever.

There, that's my confusing post quota filled for the day. :)

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On 7/15/2005 at 2:20pm, Ron Edwards wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Hiya,

Lord S wrote,

Even in a social contract issue, the realism and fairness of the judgement is going to be the primary question.


Therein lies the Cosmic Void of gamer-think. Neither of those things mean jack shit to a Social Contract.

Social Contracts concern things like "are we going to continue to play together." And "as we continue to play, is Bob going to have bitching-rights at what a bad GM/player Bill is for the next year." And "does Bill get to make comments about what a crap game system this as we play."

Stuff like that, or rather, stuff like that is kind of the big-scale issue that smaller stuff ("who talks most") is embedded in.

And that's what this whole Acute Hearing thing is about.

Frankly, I'm blaming the FATE boys. The whole notion that something on the sheet has different mechanics (and big mechanics! like scene-framing mechanics!) because it's an "intrinsic feature" as opposed to a "learned skill" or "mutant power" is crap. It's crap the same way having different rules for attributes/skills is crap.

This idea has marred many games, like FUDGE. HeroQuest, on the other hand, has demonstrated wonderfully that calling anything on the sheet an "ability" and treating each and every ability exactly the same works without a problem. (And certain tendencies in HeroQuest to try to fiddle with this, like "concentrating magic," demonstrate how poisonous such fiddling can become.)

"Crap," "marring." Strong words, eh? Opinions, judgments, "Ron's preference?" No. I chose these words because this game design pitfall always has the same effect. It had that effect in 1975, it had it in 1985, and it had it in 1995. This decade, why don't we grab a clue.

Best,
Ron

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On 7/15/2005 at 3:06pm, Mike Holmes wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

And I thought I was being vitriolic by using the word bitching.

Note that I woudn't be concerned if I didn't like FATE so much.

Ron's point about "scene framing" power is well taken. If you ask Fred and Rob, I'll bet that an "intrinsic extra" isn't supposed to have that sort of power, it's just supposed to "do what it does." The standard example is nightvision - it allows you to see at night. But in terms of resolution, that means "Doesn't have to roll hearing checks to note people in the dark" and the like. It has to be an "advantage" of some sort, or people wouldn't spend their slots on them. Somebody adjudicates these things. In this case, the player is trying to take control using "realism and fairness" as his arguments to gain control of elements that I don't think the rule intends him to control.

But the rules don't tell you how to adjudicate these things. I think they assume a more or less sim GM who will just take over adjudicating what they mean in terms of what contests are called, and how scenes are framed as general powers assigned to the GM. And that a strong one will be able to enforce their will despite player appeals to "realism and fairness."

There are always an infinite number of adjudications that are actually realistic and fair. Assuming a GM who's selecting one, in this case, the player is merely disagreeing to gain control.

Again, however, has this problem actually surfaced? You talk about how it might surface, but not that it has, and not that the player seems to be having trouble accepting your adjudication. So, all this said, is there a real problem in this particular case? Or just a fear of what the ambiguities might cause?

If it's just a fear, alter the rules til your comfortable. Simply saying that it's your final call as GM might be enough. Or you can go more radical, and simply rate all abilities as skills. Either should fix your fear. Or simply trust your player who, at least til now, hasn't seemed to have broken the implicit social contract clauses in question.

Mike

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On 7/15/2005 at 3:09pm, Ron Edwards wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

Mike nailed it - this is Actual Play we're discussing, after all.

You've already alluded to disagreement between you and the other guy. Was this a disagreement about stuff that happened during play? Or about what might happen during play?

Best,
Ron

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On 7/16/2005 at 7:50am, loki's wrangling wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

As Mike and Ron have said, it's a potential problem and not a manifest one yet. The player doesn't hesitate to tell me he loves my sessions(*feels warm and fuzzy inside*) and if he wishes he could be just a bit more cooler in-game, that's a common player hope and not a dysfunction on either of our parts.

It's just that I've been kicking myself so hard because I think both of us would have been better served if he'd just taken the skill rank and hiked up his Alertness skill instead, because the extra seems just a bit too mundane and clearly within the bounds of an existing skill. I still wish the player had listened to me(hey, GM's fondest wish and all) when I asked him to take the skill rank back, but I couldn't make him since I'd okayed his choice at the time. I'll just have to make the best of things, and everyone offered such excellent suggestions. :)

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On 7/16/2005 at 1:58pm, Ron Edwards wrote:
RE: [FATE]Intrinsic Extras and what I learned of them

OK! So this is still a good situation.

Tell us about the actual sessions, then. What happens? Who says what? Who likes what? And so on.

Best,
Ron

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On 7/18/2005 at 6:54pm, Lord_Steelhand wrote:
RE: Re: [FATE]Intrinsic Extras and what I learned of them

Ron wrote:
Therein lies the Cosmic Void of gamer-think. Neither of those things mean jack shit to a Social Contract.


Maybe I am just totally misunderstanding what elements are captured under Social Contract.  Suggested refrences to help clear the concept up, guys?

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On 7/18/2005 at 7:38pm, Ron Edwards wrote:
RE: Re: [FATE]Intrinsic Extras and what I learned of them

Hi Judd,

From The Provisional Glossary,

All interactions and relationships among the role-playing group, including emotional connections, logistic arrangements, and expectations. All role-playing is a subset of the Social Contract.


It's one of the few Key Terms of the Glossary, which should all be understood in full before even beginning to talk about (e.g.) "what is Narrativism" or "is this Fortune," or whatever.

Because it's so important, getting into it here is off-topic. If you'd like head over to the GNS forum, where it's easiest to ask me questions about the terms and ideas like Social Contract in my essays.

Let's carry on with the FATE discussion, if anyone wants.

Best,
Ron

edited to fix some stupid typing

Forge Reference Links:

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On 7/18/2005 at 9:08pm, iago wrote:
RE: Re: [FATE]Intrinsic Extras and what I learned of them

Hey there.  Co-author Rob pointed me at this thread; sorry I didn't see it sooner.

I'll try for a sort of generalized reply here.  (Though, please keep in mind, I myself haven't made use of extras, per se, for a few years, now -- they're meant to be there as a sort of minor catchall, but I've usually got better solutions in mind and, thus, most things don't need to be "caught".)

I'll first say that my general posture with Fate assumes you've got a functioning trust relationship (social contract, whatever) going between players and GM.  Extras are vague, I suppose, because they're really meant to be expressions of that trust relationship, in the sense of "hm, okay, so you want Foo, and that's not clearly an Aspect or a Skill, but there should be some amount of cost for that, so we'll call it an extra."

If we'd intended scene-framing power in extras, we'd be correctly blamed for them getting used that way.  Really, that's not the point of them at all, and if someone's getting that kind of oomph out of an extra, you should either a) disallow it, or b) charge them a lot more than a single skill rank for it. Someone remarked that extras, effectively, are intended as sorts of toggles, when they're intrinsic -- I have this / I don't have this.  They're meant to broaden the applicability of a particular skill, so to speak.  Nightvision's the classic here.  Normally, your perception skills can't be used well (or at all) in darkness. With Nightvision, perception is broadened to work at night.

If you're going to start giving some Real Serious Game Effects with 'em, you need to start getting super-consistent with how they're "statted".  Historically, I've been beyond loath to go to that kind of level of detail in my games, and thus, you have the (insert accusing tone of voice here) vagueness problem.

(Sidebar: Looking to the future, these sorts of things are going to get handled, in newer versions such as we're putting in the Dresden Files RPG and Spirit of the Century RPG (both Fate derived and currently under development) by things called stunts, which are the spiritual descendants of Extras, but with a much more careful level of attention to exactly how much of a game effect any one of them can have.  In this utopian future, skills and aspects also have purer definition of purpose, and it all works together much, much better.  But we aren't there yet, no matter how much Ron might urge us to "grab a clue".  We have day jobs, so it'll take us some time, and your patience is appreciated!)

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On 7/18/2005 at 9:29pm, Rob Donoghue wrote:
RE: Re: [FATE]Intrinsic Extras and what I learned of them

Heh.

Ok, I'll take issue with "Crap" if only because extras aren't supposed to have that much authority, but I'll totally concede to the reasoning behind it. :)

So that said, yeah, problems.  It's not a terrible rule, and it's not terribly written, but it's a kind of bad rule and written not terribly well, and that's just an ugly combination. 

Extras were a concession made to more traditional play.  And not a terribly smart concession to make.

Extras were really conceived to cover weird cases, so you could have the one guy who, I dunno, could breathe under water.  It was something entirely divorced from skills.  For those, I have fewer problems, because they're basically powers bought at Average (assuming that syncs up with the magic of the setting) and placed outside of the pyramid.  Sometimes it works out fine, but when you get into the area of skills and stats, things get ugly.

For a while I would reverse the thinking a little and have them come into play in narration rather than in character effectiveness.   That means, for example, that a "sharp eared" character rolls alertness as normal, they get no more information than anyone else, but the information they get is pitched in terms of hearing, which can mean that combined with information other characters gather, the gestalt of data is more comprehensive, but that only happens when I'm feeling particularly clever.

Problem is, that kind of guts extras.  It's a skill rank that gets you nearly nothing but flavor.  So my concession to that is that it sometimes allows for rolls to occur when they otherwise wouldn't or it means I spotlight the character in question, such as calling on them alone to make an alertness check to hear an approaching opponent.  It's nicely organic, works out in play, and we don't give a single damn guideline to doing it, which is on us.  Also, frankly, it's a bit too fuzzy a solution to standardize.

In the stuff we're working on,  extras have gone out the windows.  If things like that are appropriate to the setting, we tend to use a stunts system (A powers/schticks model that we haven't published yet).  Certain recurring schticks, like "use a skill in a non-standard way" or "Get a bonus to this skill under limited circumstances" might provide the guidelines for what you're looking for.  

I don't know what terms you offered for trade in, but I woudl suggest taking another swing at it, this time pitched as either a trade-up or a clarification.  If you offer some specific, repeatable capability, a lot of players will find it very tempting.  On one hand, they have somethign explicit and mechanically supported they can trust, and on the other hand, it's now more distinctive, which helps reinforce the "cool" element that distinguishes him form the other characters.

With that in mind, I would offer to treat a sharp eared extra as one of the following:
* The player can hear something genre specific (voices of ghosts? Blood Magic?) that normally can't be heard, thus allowing them to apply perception skills in certain circumstances.
* To tip our hat to Wolverine, the character is keenly aware of the cadence of voices, and can use alertness rather than (whatever) to try to spot a lie.
* Character's hearing lets them hear things farther away than most, so they may roll perception skills at things from a greater range than normal (such as eavesdropping across the room).
* Character's keen senses are less about how sharp they are and more about how well they filter information.  The character may ignore any penalties for excess noise or volume when making perception checks.

Alternately, you can explicitly say "gives a +1 Under X circumstance" (such as eavesdropping, outdoors or in crowds).

The value of offering an _explicit_ bonus is not only for your player, it's for you.  As a GM, you look at Sharp Eared on the sheet and because it's so fuzzily defined, it's not much of a hook for you.  If, on the other hand, you know that it means that the character is a skilled eavesdropper or can ignore aural distractions, you know that you want to start throwing some whispered conversations or deafening crowds at the game.  However it settles out, once you are comfortable with what it means, everything else should fall into place.

I hope this was at all helpful.

-Rob D.

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On 8/4/2005 at 12:13pm, lokis wrangling wrote:
RE: Re: [FATE]Intrinsic Extras and what I learned of them

Rob wrote:
With that in mind, I would offer to treat a sharp eared extra as one of the following:
* The player can hear something genre specific (voices of ghosts? Blood Magic?) that normally can't be heard, thus allowing them to apply perception skills in certain circumstances.
* To tip our hat to Wolverine, the character is keenly aware of the cadence of voices, and can use alertness rather than (whatever) to try to spot a lie.
* Character's hearing lets them hear things farther away than most, so they may roll perception skills at things from a greater range than normal (such as eavesdropping across the room).
* Character's keen senses are less about how sharp they are and more about how well they filter information.  The character may ignore any penalties for excess noise or volume when making perception checks.


Wow, those are really great suggestions! For now I'm using it more or less as flavor and the player seems fine with that, but offering some bonus in exchange for a narrower scope is something worth discussing with him.

I think I finally got the hang of using this intrinsic extra last session, at least as flavor. I simply set a rule of thumb that "sharp hearing" is going to come into play two or three times a session, and won't be a) controllable by the player or b) very important.

So in our session last Sunday(which incidentally ROCKED, the specifics of which belong in another AP thread), the hearing extra came into play in these ways:

1. Reyn heard and recognized the voice of a senior member of hisThieves' Guild, Camilla, on the other side of a trapdoor. I took advantage of the fact that we were playing on a chat client by telling him this fact through a private message. Reyn casually remarks that he's glad Camilla's survived the attack on the Guild HQ at another city, prompting an NPC to comment on his hearing being sharp as ever.

Now, because Reyn suspects Camilla of being a traitor to the Guild and responsible for the death of the Guildmaster, he could have easily taken her unawares by striking just as she emerged from the trapdoor. Instead he chose to hide his suspicions and interact normally with her, but either way the player was apprised in advance and given a choice.

2. That night, while Reyn stood guard before the door of a noblewoman and fellow PC who'd hired him to be her bodyguard, he heard someone coming nearly silently up the stairs. (In this case I used the extra to bypass an Alertness roll, but it seems a better idea now to allow rolls where normally they wouldn't be allowed.) This gave him time to make a Hide check to melt out of sight, enabling him to catch Camilla trying to sneak into the noblewoman's bedroom. As it turns out Camilla was just checking to see if he was doing a good job guarding his client. Or so she says.

3. The next morning Reyn sleeps in due to his adventure above, and comes down late to breakfast at the inn's common room. (In reality the player had to grab a quick lunch, but anyway...) The other two members of the party get into a bit of an argument, which Reyn hears while he's coming down the stairs. He then pretends he heard nothing when he finds his traveling companions in strained silence, curiously asking them what they've been talking about. Neither the conversation nor the PC's feigned ignorance was crucial to the plot, but I thought it was a nice moment.

Both the player and I are satisfied about the way the extra played out, but I'm still worried about any consistency issues that might crop up. I might yet work with the player to clarify the scope this ability. Drat.

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On 8/4/2005 at 12:36pm, Ron Edwards wrote:
RE: Re: [FATE]Intrinsic Extras and what I learned of them

I'm still worried about any consistency issues that might crop up.


Oh, now you're just worrying to make yourself happily miserable.

Problems so far? No. Then quit imagining disasters and keep doing it as you're doing it.

Best,
Ron

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On 8/4/2005 at 12:54pm, lokis wrangling wrote:
RE: Re: [FATE]Intrinsic Extras and what I learned of them

Ron wrote: Oh, now you're just worrying to make yourself happily miserable.


Maaan...How did you know?

Problems so far? No. Then quit imagining disasters and keep doing it as you're doing it.


Yeah, I guess you're right... I really should be writing about how hard my last session rocked and how it's all the Forge residents' fault that the players and I had such a good time, but gimme a moment to wallow in misery first. :p

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On 11/18/2005 at 6:43pm, joepub wrote:
RE: Re: [FATE]Intrinsic Extras and what I learned of them

You also have to consider one other thing that makes extras "cost" more in a way:

They are outside of the pyramid... meaning that you lose an (Average) skill count. Meaning that you have a smaller base, meaning that you cannot move on to upgrade your highest skills because of that missing skill point...

Even though it's not directly relevenant, I just wanted to point out that drawback.

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