[RPG] How much the players can narrate in Fate? How much can be prepared beforehand by the Gm taking that into account

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Me and a few of my friends are starting to play Fate (currently the accelerated edition) and I think we are all loving it.

One of my friends seems to grasp the collaborative narration very well. When he gets some spy to tell him today's password, he doesn't wait for me to tell him that – after he makes a successful roll, he picks the password himself and narrates the interrogation.

I must say I love it but I'm afraid it creates some problems.

A bit later, near the time we had to finish our game, I had in mind a sudden cliffhanger plot twist to have an interesting end to the session. Then, my friend narrated a bit in ways that made the plot twist impossible. I told him "nah, sorry, but that didn't happen" and narrated that bit myself.

I hated to punish his activity by cancelling his narration. On the other hand, if I didn't say anything, I'd have to look for other solutions. That particular session was made on-the-fly, as we decided that after character and world creation we had enough time to play something, so if I let my idea go and went with the flow, nothing would happen. But usually I'd come to a session more or less prepared, with some ideas about what might happen, and such a narration by a player could ruin everything I've prepared.

The big thing here was that he wasn't using his powers for "evil" – he just really loved the game creation cooperation and continued that into the game session itself. He wasn't trying to make things easy for the team, quite the contrary: he threw logs under his own feet, to put in something fun and dramatic, a new obstacle and a hint of another plot twist that I could later use. It just didn't get along with what I had in mind – and he didn't know that I had something planned for them.

How well prepared should I come to a Fate session? Should I mostly improvise on the spot? Or maybe I should write down (maybe as aspects, persons, locations etc.) what I've prepared so that the players know it and can narrate taking it into account?

Best Answer

I don't have my books handy, so I can't quote rules for you, but here's my recollection based on several years of playing Fate:

Players can narrate their own actions. And they can answer questions that you ask them - filling in blanks and taking a portion of the burden of narration from you.

But when they want to create facts to their own advantage, they usually have to earn it. Earning it means succeeding in rolls or spending Fate points or sometimes both.

For example, if a player wants to to put the aspect On fire on something, she can't just make it so by saying so. She has to Maneuver Create an Advantage.

If a player wants to change an existing fact, that has to be earned, too, if it's important. The simplest example is this: A door is locked shut. The player wants it open. To make the open door a fact, she'll have to pick the lock with a roll, get the key with a roll, or bash it down with a roll. You and your players have an intuitive understanding that this is so.

Aspects can create facts for players, but they have to be powered by a Fate point. For example, I can say, "I'm invoking Better late than never to put myself in the scene now!" presuming I have an aspect "Better late than never" and the action has already started (so that I'm late) and also assuming I pay a Fate point for it. But the GM can give me a Fate point to cancel that invocation.

Your player created a fact out of nothing - he got to narrate how he succeeded at his roll, but since everyone's job is to make everyone else look awesome and his narration is squashing your awesome with "meh", you are fully within your rights to veto it.

Here's the only thing I would have done differently and would suggest that you do differently too:

As you say, "nah, sorry, but that didn't happen", hand over a Fate point. You are saying, silently, but concretely, "I am taking over narration here. Sorry, but in exchange, I am literally handing over narrative power that you can use later."