Fate Core Thought of the Day: Fate doesn't have a damage system.
(Yeah, +Wil Hutton, you kinda prompted this, but it's been in my head for a bit).
Seriously, Fate doesn't have a damage system. I mean, read the books. Where does it say 'damage'? We've got Stress, we've got Consequences. But nothing that says Damage.
Which means we have two ways to interpret this. "No, really, they mean damage, they just didn't say it." Which would mean that +Fred Hicks and +Leonard Balsera are incompetent, and didn't use the proper term. I don't buy that for a second.
Which leads to the second interpretation. "They didn't use the word "damage", because there's no such thing as damage." Yeah, that sounds about right. I've found I've learned the most about Fate when I've stopped trying to interpret it and just take it at face value.
So what's Stress, if not damage? Well, at an abstract level it's a pacing mechanism. What that means more concretely is that it's a measure of how close you are to being taken out - and there's lots of reasons you might be Taken Out! And since Stress clears at the end of a Scene, it's pretty clear that it's not meant to represent actual physical damage in any way.
Well, what about Consequences, then?
Nope. Still not damage. I'm going back to "physics, not fiction" here. "Damage" is primarily a "physics" concept - what the actual physical effect something like an attack or a fall has on your body. Fate doesn't model that, and doesn't want to. It models fiction.
Now, what's interesting about fights or other conflicts in fiction is not the detailed description of exactly what the physical effects of a sword blow are. It's the impact that they have on the story on an ongoing basis. Whether it's Harry Dresden having a headache, or John McClane limping from his feet being hurt from glass, what fiction cares about is the impact that the fight has on the story. If an "injury" is purely internal, or in another way doesn't impact the story, it's irrelevant.
And that's what Consequences model. They model the continuing impact of the conflict and how it carries through the story.
And this is awesome. Because it opens up all sorts of options. There's only so many ways you can describe damage, but there's lots of possible consequences from a fight. Big sword hit? Sure, it can be a Gashed Leg. But.. that's not very interesting. But if you assume that there's no damage model, then you can also dodge aside at the last moment and hit your head, giving you a Ringing Headache. You can barely parry it aside at the last moment, making you Fearful of Your Own Mortality. It can destroy a mystic artifact you're holding, leaving you Half In This World.
The Stress and Consequences model dictates the level of lasting impact an Attack has on a character. It's not a "damage" model, so it doesn't dictate the type. That's up to you, your table, and your game. Make it awesome.
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Theoretically, a character can take a consequence in a car chase and in his own car. He could take the consequence "No wheels of my own". The recovery roll would either be Mechanics or Resources (or perhaps even Contacts to get a car from a buddy), and the recovery time would be how long it takes to fix, buy, or borrow a new car.
Getting another consequence for high Physique or Will sort of steps on this a little bit... but not much.
My players must read this.
However you make an excellent point that with a combined set of consequences this is not required, subject to an acceptable level of authenticity and table agreement. I shall have to ponder on this a bit further and consider when to apply a more ephemeral or less obvious consequence as a result of physical attacks, to mix things up a bit if nothing else.
Just watch your players in any number of these games. They will treat Stress and Consequences in the same fashion or regular-ole hit points by asking themselves "Can I take this guy out before I go down?"
The point here is that it's not tied to "physical damage". But then again, I've made the point recently that hit points aren't necessarily tied to physical damage either, though I think they're more explicitly tied to "damage" in D&D than stress/consequences are in Fate.
Attacks do Stress, not "damage" (unlike D&D). That stress can take on many forms, even if it's from a weapon attack.
Am I splitting hairs? Maybe. And a lot of the time consequences from physical conflicts will be narratively described as physical damage. But the value here is that it frees you up to think of consequences in situations that aren't necessarily the results of physical damage, and that's pretty cool.
http://games.groups.yahoo.com/group/FateRPG/message/25362
Where Lenny does talk about having 'categories' of consequence and says that switching the category of a consequence could be wonky. He is talking about changing a consequence in play (changing hurt leg to woozy from painkillers in this instance).
+Richard Bellingham, that's true, but that's also in reference to DFRPG, where you can have set physical/mental/spiritual consequences. If switching from a physical consequence to your 'extra' mental consequence, wonkiness would indeed result.
More specifically, I'd probably interpret 'extra' consequences assigned to a particular category as 'consequences resulting from...' more than anything else, to allow narrative freedom while not allowing for game weaselyness.
And that's kind of awesome.
"At Superb (+5) or higher, they also grant an additional mild consequence slot, but specifically restricted to either physical harm (Physique) or mental harm (Will)."
I'd still interpret that as allowing relative freedom with the naming and impact of the consequence, but limiting the use of the consequence to situations arising from mental/physical harm.
"Unlike stress, a consequence slot may take a long time to recover after the conflict is over. Also unlike stress, you only have oneset of consequences; there aren’t specific slots for physical versus mental consequences."
The description of Physique and Will are also ambiguous on this subject. For example Physique on p118 says: "Superb and above give you additional mild consequence slot along with the additional stress boxes".
I shall log it on the Fate Core spreadsheet as an area that could potentially use consolidating, if that's still open.
Anyway, this only becomes an issue with something like the "Confronted with Own Mortality", which is clearly a mental consequence that might have arisen from a near miss with physical stress.
It's also a term in biology. Biological stress typically describes a negative condition or a positive condition that can have an impact on an organism's mental and physical well-being.
Damage might be defined as injury or harm impairing the function or condition of a person or thing. Either way it's not terribly far off from either.
So I guess you're splitting hairs about it not necessarily being injury or harm? That's not really unique, d20 modeled Hit Points as an abstract that didn't necessarily reflect direct injury or harm themselves. In some iterations, your HP total was your capacity to evade and resist and once that was expended you began to take real harm in terms of vitality points.
An interesting note on the continuum of mental and physical stress/consequences. There is quite a bit of research to indicate that mental states can have a profound impact on a person's capacity to receive and function after a physical injury. A bodily injury may be physical, but the pain is always mental, psychological and emotional.
There is a case study of a doctor who served in WWII who noted that only 1 in 5 soldiers that came in complained of enough pain that he had to administer morphine. When he returned after the war and he treated injuries to civilians of the same trauma and they always required more morphine. He believed the meaning attached to the injury changed the perceived pain. For the soldier it meant surviving and returning home, for the civilian it meant a loss of income, lost activities and other negative consequences. So the soldier might only have taken a physical hit, but you could say the civilian got hit physically and mentally.
Make of that what you will... but there is a biological and psychological rationale for treating both physical and emotional pain as being one and the same.
On a more serious note, I've even said that realism may be important to a particular genre of fiction, but it's still in service to the narrative, not the other way around.
I'm only speaking of the short term here but the first few seconds after shooting an attacker are pretty vital in a combat scenario.
Maybe it isn't necessarily damage, but that's clearly not what +Robert Hanz was saying initially. "it's pretty clear that it's not meant to represent actual physical damage in any way." So he came out a little too strong on that before, because clearly some are injuries.
The causality of realistic consequences may lead the narrative in new and interesting ways. The reality of the situation doesn't always have to be subservient to someone's idea of the narration. Sometimes random events change the course of history just by their mere fact.
I guess if what you're saying is that you aren't limited to only doing damage... say like WoD's wound system. Yeah, I'd pretty much agree to that.
I don't think the system is all that different from several "damage" mechanics from other systems. Consequences are a more fluid form of wound penalties that games like WoD or Burning Wheel have used. Stress more clearly highlights its pacing mechanism vs actual harm (something that's been with HPs since their inception). The system is a little more liberating but it's not "there's no such thing as damage" it's more like "there's so much more than damage."
You are betrayed by your close friend and pushed off a 50' cliff (roll attack results) that's 6 shifts... In any setting with a passing familiarity with the laws of nature you're not believably soaking that up with a Severe "fear of heights" or just "he hurt my feelings" consequence. The natural consequences that the story demands are more physical.
Maybe denying that there is any damage system helps free you up to see other possibilities, but that doesn't mean it doesn't also function as one.
What does denying that there is a damage mechanic get you? A target can't assign a consequence to an injury, like a broken arm? No, you can do that... but it's not damage... At least mechanically... Well there are mechanics that explain how to do it, but they're not "damage" mechanics.
It's a narrative tool and a damage mechanic, the two aren't mutually exclusive. Things get damaged in stories too.
Look, man, it's pretty well documented on here that your preferred way to view Fate Core is to kinda squint and see the resemblances to traditional games. (I believe 'squint' was your word, btw, I'm not trying to belittle your stance).
These posts are about doing the opposite, deliberately looking at the game without those preconceptions, and seeing what sense the game makes that way.
Those are pretty opposite goals and beliefs, and frankly any discussion on what's a good way to look at the game can't really happen when we have very different goals in terms of looking at the game.
I look at Fate Core, and see "consequences" and "stress" and a lot of things that don't say "damage." I see that Consequences need to flow from the narrative, which solves your issue with the fall down the cliff. But by doing so, I can look at what happens as a way of informing the future parts of the narrative rather than simply modeling the damage that occurs from the fall - my choice of how to do resolve it will be based on 'hey, what makes a good story based on this' - the consequences in a non-game-term meaning - rather than the likely physical results.
At the same time, you look at Fate Core and see something that looks, in a lot of ways, like a traditional damage system, and it's pretty apparent that you can do that.
My view and your view are both incompatible with each other, and with each other's goals for the system.
Frankly, I avoid responding to things you post that promote the 'hybrid' view which you prefer, because I know it will lead to a pointless circular discussion, and because you deserve your soapbox to espouse your views intelligently, just as much as everyone does.
Just to clarify, since you seem to like to interpret the things that I say in the worst way possible, this doesn't mean that I'm not open to dissenting opinions or discussion. It means that any productive discussion between us in terms of 'how to view Fate' would have to have some agreement on what a "good" result is. And there isn't any. And I frankly don't see any forthcoming, because if I wanted to play a more traditional or hybrid game, I'd play Savage Worlds or GURPS and use some of their rules that emulate some of the narrative aspects of Fate. I have games that fulfill that need for me, and I'd rather have Fate fulfill other gaming needs I have (which I think it does very well). And you have very strongly made your case that you prefer playing Fate as a more "hybrid" game, and your preference for Strands of Fate.
You ask "why does the physics have to be subservient to the narrative?" Well, two reasons:
1) that's what I'm looking for the system to do, and
2) that's pretty much the stated design goal of the author. To quote: " With Fate Core, you'll be able to drive right to the heart of your characters, using simple-yet-deep rules to make the most of those stories. Throughout, you'll use Fate Core's mechanics to model how fiction, not physics, operates, producing an experience that's better than "realistic" -- it's authentic. "
Now, of course, people don't have to play that way, but since these posts are about my trying to gain better insight into the author's goals, deliberately contradicting these goals isn't something that is particularly productive. And that's the core disagreement, put a slightly different way.
So really, I'm proposing that we each acknowledge these differences, and deliberately avoid dragging each other's positive contributions to this community into the type of circular argument that this thread has been doing for the past ten or so responses. I'm still happy to hear your thoughts on the game, as I find you have a lot of insight. I'm still happy to have you contribute to discussions I start, especially when they don't revolve around the 'narrative game vs. hybrid game' core disagreement. At the same time, I'm more than happy to contribute to your posts that don't key on the 'narrative vs. hybrid game' disagreement, simply because I find it unproductive, and frankly I think that doing so would be a little disrespectful to you.
That's why I contend Consequences are not a "damage mechanic" - it's a narrative tool that can include damage. Purple contains both blue and red - yet people don't say "That means purple is red." Consequences have trauma as one of many things under their purview - that makes it a mechanic capable of simulating "damage", but not categorically a "damage mechanic".
I guess I'm in the minority that doesn't try to limit myself to one mode of play. When people categorically make statements about what Fate IS I chime in. I see things differently. To use Wil's colors, this post said that red didn't exist, not that we're using purple.
I guess if the designer said that Core is only for narrative play, then it probably isn't for me. I like to include other modes of play and I don't feel obliged to restrain myself to just the authorial intent. I have games that use narrative rules. I could play Primetime Adventures, Dogs in the Vineyard or Lady Blackbird for those.
I'll refrain from sullying the narrative threads. I have no intention of being disrespectful.
And you're correct, +Chase Rude, you did not say squint. The actual quote was "To me, Fate is a hybrid game that can support this kind of play as well if you look at it with the right eyes. " For some reason I had mis-remembered this as being something more like 'if you squint at it enough'. I truly apologize if you took my use of the word squint as a pejorative or any other form of attack, I can assure you that none was meant by it.
"*DRAMA IS BETTER THAN REALISM*
In Fate, don’t get too bogged down trying to maintain absolute consistency in the world or adhere to a draconian sense of realism. The game operates by the rules of drama and fiction; use that to your advantage. There should be very few moments in the game where the PCs are free of conflicts or problems to deal with, even if it’d be more “realistic” for them to get a long breather.
When you’re trying to decide what happens, and the answer that makes the most sense is also kind of boring, go with something that’s more exciting than sensible! You can always find a way later on to justify something that doesn’t make immediate sense."
So, yes, Core is intended for narrative play. That doesn't mean you can't play it another way - but there are plenty of other Fate implementations, like Strands, that already do this. It's great to have a multitude of opinions - because that's really what all of this is - and it definitely helps to have dissent. But like +Robert Hanz said, much better than I ever could, trying to argue the point that there exists a damage system just like any other game is counter productive to the conversation because of the sidebar above. Especially in a conversation that came out of a discussion about the narrative nature of Consequences (my earlier post about delaying Consequences) as an exploration of how to make Consequences work to their fullest. Robert made that intent of expanding the conversation crystal clear, regardless if he said there was "no red in the purple".
I end up playing devil's advocate for other interpretations since Fate didn't seem as narrative as, say, Amber or as Gamist as d20 but, as the canonical text attests, I'm wrong and Fate Core is just narrative. There are other implementations, but they don't have a place here. I'll leave you alone.
But to answer your question about pedantry, +Robert Hanz is correct. There is the intent to throw someone off of a cliff. The dice will help set the likelihood of that happening. But until all of the invokes and stunts and Fate Points are all on the table, the push doesn't happen.
And since someone that has been thrown over the cliff is effectively out of the combat, it seems that that would only be an appropriate narration of the result if the opponent was Taken Out.
I think that's a pretty significant difference, actually.
I've not really taken the time to read FATE Core thoroughly yet. Does it state a position on this? I think that it's against the rules for the GM to do this - doesn't attacker dictate terms on a Taken Out?
I could certainly see a Compel being in order, though.
What do you specifically mean by "GM Fiat"? It's a loose system, so a lot of things do come down to GM judgement calls (usually informed by the table, of course), as opposed to a system where everything is laid out in the rules and charts.
But that is for another thread I think!
Being shoved off a cliff wouldn't be an attack in my book. The shove itself (which is the action taken by the npc) isn't going to physically harm the PC. The implication is that the fall will. I'd probably use a create advantage (though the case for overcome is there). I would model this as a Physique check vs active (or passive if the PC is unaware he is being shoved) Physique on the PC's part.
So, let's just say our NPC succeeded and placed an aspect like "Shoved off a Cliff" on our PC. Just like being grappled , this places some narrative restrictions on our PC. He can't just move back onto the cliff or walk off.
So what is our resolution? The PC has his chance to respond (before anything else new is introduced as a result of the fall, since I'm a nice GM). So he can make an overcome action at this point to try and end his "Shoved off a Cliff". Perhaps Athletics to grab onto the cliff face and thus end his fall. This is of course opposed by the aspect with say average or fair opposition, plus any free invocations or fate points spent to up the opposition.
Now, even if our PC fails to overcome, he has the option to succeed at a cost, which he's smartly taken having seen me grinning like a stupid idiot at the thought of using the fate fractal to have the ground/gravity attack him. He takes a consequence for his success. Perhaps he has "Pulled his Arm" or has "Salt in the Wound" as his friend on the cliff overhead taunts him for being so foolish as to ever think they were friends. How fiendish.
The encounter then continues with our PC in the zone "Cliff" and the NPC in the next zone "Cliff Top" or something similar. The PC would likely have to make an overcome to climb up or down the cliff face, potentially complicated by new injuries.
Had the PC decided to not succeed at a cost... well he'd have a good story about how he survived that legendary fall (probably via concession).
Anyway, that is how I would handle it. My method doesn't require a taken out result (which is a lot to ask for a simple shove), doesn't automatically inflict any kind of damage, etc. Further, having the PC trapped on a cliff face is a great time for our NPC to use provoke to really scar the PC after the betrayal.
And that's how I turned an example into a wall of text. Hope you enjoyed if you made it all the way through :)
In 4th edition D&D, hit points become something anyone could regain on their own, and which could be replaced quickly without magic. When I play it, think of them primarily as "stress," thanks to Spirit of the Century and Fate. I encourage my fellow players to do the same. The way I see it, a character can be at less than full HP and not have a scratch, and be at full HP and look like hell.
I haven't played much Fate, but I did feel like I understood consequences as not having to be about damage. Yes, wonkiness is possible, though if the table collaborates on what a given consequence is, that should be a fairly minor issue at one's own table.