[RPG] How to revive a stagnant Fate points econothe in the game

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Background

I'm a novice Fate GM, with 4 more novice Fate players. We all have experience with RPGs, both pen and paper, electronic, and LARP. We all wanted to try Fate Core because it's much less mechanical and crunch-heavy than other systems (like D&D) and so far we really like it.

The problem

There are really few exchanges of fate points during the game. My players have their starting points, I give them a couple each during the session (not because I've decided that they have to receive just a couple, but because I don't really see many opportunities to award them), and they gleefully spend them (most of the time they end the session without points, and this is a good thing)

They usually spend them for +2 bonus or a reroll bonus, and they haven't yet spent them for declarations. I've read this question for suggestions, and I will try something this evening in our session, but the problem is more on my part rather than my players: I can't find good ways to compel them or any other way to award them MORE fate points.

The question

How can I award more fate points to my player, without relying too much on their aspects to compel them?

I've already asked for their help, but none of us is experienced enough to guide the rest of the party towards an healty, dynamic Fate points economy.

Campaign Specifics

I don't know if it's relevant, but we're playing a campaign loosely based on XCOM: Enemy Unknown. My players are a special team of soldiers against the enemy aliens, which have made planetfall and occupied a quarter of southeast Asia.

Best Answer

Compel Situation Aspects

Fate and the Fate point economy is all about Aspects. Short of houseruling something, you're stuck with that, sorry. The character's aspects are not the only ones in existence, though.

The SRD states

Just like with every other kind of aspect use, you can use situation aspects (and by extension, game aspects) for compels. Because situation aspects are usually external to characters, you’re almost always looking at event-based compels rather than decision-based ones. The character or characters affected get a fate point for the compel.

So try and use that. Don't hesitate to multiply aspects (though you should find a way to keep score) for you and the players to invoke or compel (players can also compel against themselves, always good to remember). Especially in XCom style situations of tactical play where parameters are myriad.

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