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Thursday, 8 July 2021

The problem with fate points


Fate points. In case this is your first visit here: I’m agin’ ‘em. They encourage players to think about their characters in the third person, and they break immersion by replaying an event that everyone just experienced. “That’s not the way it happened” belongs to videogames, not RPGs. Face-to-face roleplaying games benefit from character mindfulness – being in the moment as the character, rather than constantly analysing their arc and figuring out how to edit their scenes.

Tim Harford described to me how fate points had worked in a game he played. It struck us both as more like boardgaming than role-playing, in that you author your way around the character's foibles rather than playing those foibles:


“But what if characters end up dying in an unsatisfying way?” goes the argument. “It’s no good if the Man With No Name gets gunned down in a fight over a mule.” But how did we get conditioned to find certain outcomes, and certain story patterns, less satisfying?

What makes us favour the three-act plot paradigm of creative writing classes over glorious anarchic unpredictability? How did we get the notion that failure and tragedy can’t make for interesting outcomes too? Why do we seek the polish and security of a constructed story, even at the cost of ironic distance, rather than dive into the mess of surprise, shock, calamity and triumph that is more like real life?

The gems you find amid all the unscripted chaos, those perfect moments that arise spontaneously and trail loose ends, are worth more than the synthetic diamonds you’ll fabricate in an authorial narrative. If you have fate points that let you do over the bits you don’t like scene by scene, you risk missing the long-term payoffs that can emerge from what looks at the time like a setback.

Season 1 of Game of Thrones was good at confounding story expectations, with Ned Stark’s execution and the bathetic death of Khal Drogo. If you’d given the audience a stack of fate points and let them phone in their story demands, both of those events would have been overturned – yet they opened up the way for the story to go in more interesting directions, with characters who might have seemed peripheral in those early episodes moving to centre stage.

“But what if I die?” says the player raised on save points and retcons. “You can’t claim that’s fun.” That’s a matter of managing expectations. We’ve had memorable character deaths in our campaigns, a few heroic, some apt, and some devastatingly out of the blue. Sometimes it’s the fitting end to a series of bad decisions, like Butch and Sundance dying in a hail of bullets, and sometimes it’s just what happens to those who habitually put themselves in harm’s way. If no character ever took a risk and failed, where’s the frisson that gives the adventure its edge? And if every fumble can be rerolled for a fate point, what about those daring player-character gambles that pay off? They simply end up devalued.

Sudden death can work into a rewarding long narrative too, just as Tasha Yar’s departure from Star Trek: TNG, or Steven Seagal’s abrupt demise in Executive Decision, might dismay their player in an RPG but in the long run make for an interesting story.

And then of course there’s magical or divine resurrection, which is how most fantasy games ensure that it is hard to permanently lose a character who has built up a presence in the campaign. I don’t object to resurrections because they’re diegetic; it’s not a retcon, it’s fixing something using options available to the characters in-game. And, even better, sometimes it can go interestingly wrong.

Or in a non-fantasy setting, maybe consider making combat less fatal. Professor MAR Barker’s Adventures on Tekumel don’t have the death paragraphs that bedevil most gamebooks, used by the author whenever you stray off the plotlines he or she has in mind. How come? Because in Barker's gamebooks defeat in a fight results in you being imprisoned, or enslaved, or ransomed, or left for dead -- and the game continues from there. What would be TPK in a bad roleplaying campaign becomes a catapult taking the adventure on a completely new trajectory.

Instead of fate points, how about giving characters a pool of energy points? They can use those (in advance of the dice roll, naturally) to boost a result by one step: from fumble to fail, fail to success, success to critical. When they run out of points, they’re down to rolling their straight skill. I like it because if you’re thrifty with your energy you’ll have some in reserve for when you need it. And it’s so much better to give players a bonus for spending energy than to give them a penalty when fatigue sets in – which probably explains why most encumbrance and fatigue rules simply get ignored.

Or, if your players absolutely will not be weaned off fate points, at least make them part of the game reality:

"You stand in front of the angel of your god. She holds out her hand to lead you through the gates of paradise."

"'Hang on,' I tell her. 'I've got some credit on this cloud, I think. What about that holy relic I recovered last month? How about letting me go back and replay those last few seconds? Given a second chance, I'm pretty sure I can dodge that Doomkill.' "

That kind of divine intervention depends on the gods of your world being able to manipulate time, naturally. If they can't (and I'm not sure about the gods of Tekumel) then simple do-overs won't ever be possible. Characters will have to find ways to fix mistakes rather than undo them like they never happened. And, if you're after interesting stories, that's really the best place to start.

1 comment:

  1. There’s always a fuss in the roleplaying community if someone is perceived as expounding a “one true way”, so I should probably explain that blog posts are opinions intended to provoke thoughts and discussion. They’re not commandments.

    Digging deeper into what underpins the use of fate points (in whatever form), there are broadly two schools of thought regarding roleplaying. One wants the game to conform to the tropes of genre fiction, and to that end the players and referee become a sort of writers’ room thrashing out a story. The other school aims to evoke a sense of imagined reality, and in that kind of world (like the real one) there are no storytellers steering events so that triumphs and setbacks occur at the appropriate moment in your character arc – indeed, in that style of roleplaying the whole idea of character arcs and genre tropes is anathema.

    You can of course play whichever way you like; I don’t have any truck with holy writ of any kind. But personally I favour the approach to roleplaying that Harold Biffen in New Grub Street has to fiction. I want it to feel like a second life, I want to act in the moment and in character, and I’m intrigued by the unexpected directions that will lead to. But then, I don’t much care for genre fiction. Those who do might well prefer to shape stories around the familiar paradigms.

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