Herrigan brought up a good point in the game 1 thread
Herrigan says:
o With Fate, follow the fiction. Don't lead with your skill rolls. Core and Condensed make this hard to remember at times because they, of course, have skills. But really, for any roll, our GM should be setting a difficulty -- which directly impacts whether you succeed, succeed at cost, fail, etc. It should be clear which of the four actions is being rolled, and even what the potential outcomes are. Fate is not a game where rolls should be spammed all the time.
For my part, I agree with this principle in Fate games in general, but in PBP games we pay a significant penalty in the pace of the game if we discuss at length the exact difficulty, action, success, and failures of every potential roll. But at the same time, some of the magic of fate is lost that way, so I think we should discuss the tradeoff here.
One of the good things about fate is that the dice are always the same no matter what skill you roll. So, if for example, I roll an athletics skill when the GM expected physique, it's simple to retroactively correct, by taking the dice roll and adding the correct skill. And, of course, the GM is free to ignore a roll if they don't think it's necessary. So I don't think that there's a lot of harm, for expediency, to attach a roll to a post you expect will require one, so that the GM can resolve the roll and move the story forward. But, what I think you give up when you do this, is the right to know the potential outcomes ahead of time. Normally in Fate you'd be pretty explicit about what success, success with cost, and failure look like for any given roll. If you pre-roll, you forfeit the right to negotiate the terms and put it in the GM's hands.
I think I neither want to play the game where rolls are frequent, but every roll requires a 3 post negotiation, nor do I want to play the game where the GM resolves every roll without any input, so here are my suggestions (which aren't exhaustive, and this is by no means an ultimatum, I'm happy to play however people like):
Option 1: We are free to add a roll to the post, which the GM may interpret however they like, understanding that we're forfeiting any negotiation for the roll. The GM is still free to propose other rolls and state the consequences, and of course no one is obliged to roll a skill to do anything (with the GM calling for a roll if necessary). In this scenario the rolls are mixed more fluidly with the plot, but at the risk of having some useless rolls
Option 2: the GM proposes all rolls, and we try to make rolls especially meaningful, with strong story altering consequences, so that it's worth taking the time to discuss it. In this scenario, we'd necessarily interrupt the plot a bit any time there's a roll, but that's ok because rolls are rare and consequential.
These are only my suggestions, feel free to make other suggestions.
One thing I agree with unreservedly is we should be clear about which of the 4 actions we're using
Last edited February 24, 2022 5:29 am