Pierre S. said: There was some discussion relating to cover rules here. It's by an Evil Hat designer, so he naturally advocates that you stick to the systems as written. <a href="http://www.faterpg.com/2013/richards-guide-to-bloc" rel="nofollow">http://www.faterpg.com/2013/richards-guide-to-bloc</a>... To resolve issues, think more of what a character is INTENDING rather than what they are DOING. Thanks for that link. Most of it is not relevant, but the part " Situation Aspects can be used as a passive Defence " is. It says: "Characters can create advantages with situation aspects to obtain a
passive defence against certain kinds of action as long as this is
internally consistent with the fiction." And the example makes an Aspect “Piles of packing crates” provide a static Defense before Invoking it. This is kind of like the Stunt option with the exception that originally you still have to use the Action to create the Aspect but after creating it, it keeps on providing that static benefit for free (it doesn't have to be invoked). Have you been using this? If yes can you give examples? Also do you feel it also applies to Active Opposition or should the Passive Opposition from the Aspect always replace the Defend roll all together? I didn't quite understand what you meant with that intending vs doing though. Can you elaborate? Zargon said: Hmm... That does raise a few interesting points, though to a degree I would argue that the example is at least partially due to how the GM sets up the encounter. Conflicts are intended to only have 2-4 zones, and generally speaking something of interest should be within 1 zone of the players otherwise there isn't much of a point to having the zones split in the first place, and as the GM you had better have a very good reason why players would need to take an action to get somewhere useful in combat in the first place. Maecto: I never create scenes with game mechanics in mind. Most of the times when a conflict erupts, it is due to something the PCs did or didn't do. I also don't artificially limit interesting items/elements/etc. in the scene (that could be Situational Aspects in the scene). Whatever is in the scene is in the scene and that is decided by what makes sense. This sentence doesn't probably make any sense but you made it sound like I should plan everything within a scene to the last detail to make sure the scene is fun from game mechanics point of view. If a scene should have buildings then it has buildings. If a scene should have tables it has tables. If the scene should be in dim lighting it is in dim lighting. I don't plan these from game mechanics point of view. I also don't plan scene's number of zones based on game mechanics, I use what makes sense. If they go into a house, probably each major room is a scene. If the scene happens on a football field, there are more that just 4 zones, because I don't feel it's reasonable that people should be able to move (on foot) 100 meters before anyone has a chance to react to what they are doing. And so on. The smalles scene is 1 zone the larger ones can be 20 zones. For example in the previous session of a Fate game I'm running the PCs entered a large temple. A Conflict erupted in one very large room. I decided to split that large room into 9 zones (of which only 8 were actually in use because the center one was filled by a huge statue). But I didn't limit the Conflict to that room. So technically the whole "map" was probably something like 30 zones, most of those were just not used because the whole Conflict happened in the largest room. Does any of this make any sense to you? As the GM, if you don't want players standing in a zone where you explicitly stated that there is no cover, give it a situation Aspect "Out in the Open" or something similar and if poor rolls led the players into an ambush or they players are attacking on the enemies' turf you can encourage them to move even more by adding Free Invokes to the aspect for the enemy. Maetco : That's an interesting idea, instead of providing positive Aspects, providing negative ones. I'll definitely have to steal that idea in general. But why Free Invokes to characters who didn't use an Action to create it? Isn't that against Fate's basic rules? On the opposite, if you want to encourage your players to move into a zone where the cover is better, add situation aspects that they can invoke for defense rolls Maetco : This is exactly what the current situation is. The problem is that Invoking those costs Fate points. They might want to use them for something else instead and therefore there is no incentive to seek those Zones with Situational Aspects that would provide cover. If even those solutions don't get your players to make the bare attempt at roll playing cover you can even further prod them in the right direction by giving the enemies stunts that help them against targets out of cover. Maetco : Techically a solid idea but feels very forced. Why wouldn't it be easier for everyone to shoot targets that are not behind cover? At least the way I view Fate, the game is more intended to be there as a system supporting the Roleplaying taking place rather than driving how the Roleplaying takes place. Maetco : I concur 100 % and that is why I feel that the system should not push the players' roleplaying towards anything. Now sometimes my players feel that they have 2 options, either to roleplay well and shoot themselves to the knee or be smart and roleplay badly. And I don't mean that Fate is the only system with similar problems. I also don't mean that we are not having fun using Fate. This is just the *only* problem I'm still having with Fate and no matter how much I have been thinking about it, I haven't found a solid solution / figured out how Fate wants me to handle it (assuming that Fate's approach to it is as good one as it is for so many other things).