Quick question on concessions and running away.
Isn't running away a form of concession, or at least a segue into a Contest? It capturing/killing was the point, would probably be a Contest in the first place if there wasn't anything providing a sufficient obstacle to running.
What if the other side won't accept the concession, or if capturing them is the point? Does that make it impossible to run away? That doesn't seem right.
My gut instinct is to say that regardless of Concession, if you can get enough distance, it's reasonable to segue into a Contest and keep at that level - that's what "fiction first" says to me, anyway. If capture/death wasn't the point of the Conflict in the first place, I'd still be somewhat tempted to hand out a Fate Point for the (implicit) Concession, but I'm not sure about this.
Just looking for other thoughts.
20130912 Quick question on concessions and runni...
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What you can then do to turn it into a concession is to first Create Advantage like Out Of Sight, Out Of Mind or some such, to indicate that they lost track of you in the ongoing melee, then the GM can compel that to sweeten the pot so the Concession is accepted.
Of course, if someone splits off from the fight to give chase, it'll be harder to put that aspect into place...
If the minion of the Big Bad is under such blood-chilling orders to defeat the PCs that fleeing would have dire consequences, then that minion might offer the concession "I want to flee, but when I return to my master I will be beaten and imprisoned and effectively removed from this scenario" might be a concession that the PC would take if removing this piece from the chessboard would severely handicap the Big Bad.
Carried with this is the implicit notion that if running away DOES transition to something else, then that's just what it is: a transition. Things are not yet resolved. A concession has not occurred.
But if someone won't accept the concession, you'd still then flee by getting enough space (zones), possibly creating some aspects via Create Advantage, until at some nebulous point the GM decides it's some other kind of scene.
In the end, the one stubborn won't give up person at the table has to be brought around... What's done is done. I'm willing to offer a fate point as a sweetener, but that's just because I'm generous... really, the facts in the narrative are pretty clear.
You could run away as part of a concession you offer - it is probably pretty common. "Sure, I get away - but I dropped a map containing a valuable clue." If this concession is accepted then there is no transition - it happens when it is agreed upon.
You could also run away simply by zoning far enough from other people in the conflict that the table agrees that you are no longer part of the conflict. This may transition the Conflict into a Contest if someone is giving chase.
What I'm assuming here is that the goal of the bad guys was to capture the good guys and that the goal of the good guys was not only to get away, but to remove the possibility of pursuit as well. A win for the bad guys is the capture of the good guys, a win for the good guys is a clean escape with no possibility of immediate pursuit. The Concession means that they get away, but are immediately chased again with no scene for downtime and regrouping.
Does that make sense?
Again, that's why it kind of seems like a Concession - one way or the other, you're Out, and I agree that in most cases it will be.
It means a fate point has to be paid to veto that Compel.
So if you get into a game situation where a "Concession" (escape from the conflict on relaxed terms) is a natural result of the narrative, it either happens or the PCs pay fate point(s) to prevent it.
Darn the luck.
For my part, Consensus is easy to forget because it's not the result of a discrete action a player makes on his turn.
Are the players are trying to achieve something important in a limited amount of time? Escape can be a concession because they ruined their only chance.
Did the PCs escape the crucial flanking position, causing their allies to lose the battle? Concession.
Will the PCs be ostracized for their cowardice in battle? Kinda weak concession. Does it cause a trial for desertion, followers to abandon the party, or lands to be seized? That's much better.
Without that, I would say make it a contest, with the stakes being ending the conflict (no FP payout), or continuing the same conflict, without stress refresh.
In the case of the PCs being hunted for capture, I would run the contest as I said above, because escape would become players' goal. If the stakes were high enough, letting the players get away could even be considered a concession from the antagonists.