[RPG] Do advantages in Fate Core just “wear off?”

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I have a character in my game with the aspect My Father's Sword.
So the guy who plays the character is in his first combat and he's using the sword, invoking its +2 for all it's worth, because, hey, a sword should be 2 points stronger than a fist in a system like this, right?

But then 3 turns later he's all out of Fate Points, he's thinking about delivering a finishing blow to the last guy in the room, and I have to explain to him that his +2 is gone. Needless to say, he's frustrated and he can't understand why his sword isn't good for anything anymore. As far as he's concerned it doesn't do anything now, and it's no different from not having a sword at all.

I had no idea what to say to him. He left that day with a bad taste in his mouth and he never came back because he genuinely thought he was being cheated.

What do you say when this happens? How do you explain the way that advantage-based aspects "wear off?" How do you keep weapons and advantage aspects special after the first 3 rolls?

Best Answer

You start at the beginning: Fate points represent those moments in the fiction when an Aspect of the story becomes prominent. If you're spending a Fate point on "My Father's Sword," it's because the fact that the sword was handed down to you is particularly relevant in this scene. As a result, spending them on the first three swings in combat might not have been the best idea. Weapons grant their own advantages; Fate points are something beyond that.

Even in games that don't use weapon scores or on characters without a stunt that benefits from their weapon (like a +2 to attack with their sword), the fiction-first nature of Fate means that having a sword allows you to do things you couldn't do if you didn't have one. Can't fence without a blade, for example, and fists don't do cutting damage. It shapes the kinds of Attacks you can make and the Advantages you can create.

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