So, I felt the need to follow up my post on drama points after playing FATE last weekend. FATE is an open source rules system, so there’s a lot of variants out there. I haven’t read more then a couple and last weekend was my first go at playing, so take this as a comment on the particular version I was playing – Age of Arthur – rather than necessarily on FATE generally.
FATE is a fairly bog-standard skill-based system, albeit with the funky FUDGE dice to make it all feel a bit different. The bit of the system that I’d like to talk about here is the game’s use of fate points (I suspect that should be FATE points, but I’m damned if I can be bothered to press caps lock that many times). Each player has a pool of them, and the GM has a pool as well.
Fate points can be used to activate aspects, which are short phrases (or even single words) describing something about your character. Examples from our game were “boastful”, “thinks like a roman general”, “secretly prefers the company of pagans to other christians”. The important thing here is that they can be used in a positive way (to get a bonus on a skill roll) or a negative way (much like Leverage‘s distinctions). But in this case, a negative use of fate points means someone else compelling you to act in accordance with your aspect.
Here’s how it works. The GM can offer a player a fate point to act like their aspect says they should – so e.g. could force a boastful character to, uh, start boasting. If the player accepts, they get to keep the fate point. If they turn it down, that’s fine, but the GM gets the fate point instead. But in addition (and this is the important bit IMO) a player can offer another player a fate point from their pool in exactly the same way. In this case, turning it down just means the fate point stays with the player who was offering it.
The result of this is that players are encouraged to start spotting opportunities for other players’ characteristics to get them into interesting situations. And there’s an incentive for them to do so – there was a noticeable tendency in our game for people to try to funnel fate points to the person who needed them most for generating bonuses. It also means that the GM can encourage players to enter into situations that objectively look like a bad plan for their character, and reward them for doing so (which has the added bonus that it’s slightly easier for them to extract themselves from said situation).
It still felt like a slightly uncomfortable halfway house between completely sharing out GM responsibility a la (say) Fiasco, and centralised GM power in the more traditional mold. But the incentives meant that there was actually a good reason for players to use fate in a GM-like way, which could not easily be duplicated by any other means. Fate points didn’t feel counterintuitive or like a third wheel in this game; they fulfilled a definite niche. I begin to see the potential in mechanics like this.