Fuseboy
02-11-2010, 11:27 AM
A whole session about the shared belief, but no resulting Artha
Here's a common situation for me, which I've experienced a few times both as GM and as a player:
A player has a belief that is either the common goal or closely aligned with it. It's big-picture enough that it doesn't get resolved for several sessions, but there's very little inter-PC friction about it since it's the shared goal - everyone buys into it and takes it for granted that they'll work towards it, so the sessions tend to be about obstacles along the way (bangs that hit other beliefs, I suppose).
At the end of the session, we're all looking at each other trying to decide if anyone was driving the story with that belief, and nobody can come up with anything. "We all just kinda agreed to continue trying to get to the temple." At the end of the next session, it happens again, which is when it starts to seem weird. It's as if the belief has become the pretext for the adventure, and moves into the background.
Do you normally give out Fate when a whole session is about (say) getting to the temple, if none of the players had to grab the reins to make it so?
--
Some answers to my own question:
"Chill, sometimes big picture beliefs just sit on the back burner for 3 or 4 sessions."
"The GM could introduce challenges that challenge (i.e. call into question) the belief, forcing PCs to make a meaningful choice about it. Undermine & Trade-Off, rather than Oppose and Defer."
"Yes, that's right - the Artha award is for making the story interesting, not drifting along with it. Players need to find a way to do something interesting - Wise up a risky shortcut, Circle up an untrustworthy guide, harass a fellow PC for dawdling."
Here's a common situation for me, which I've experienced a few times both as GM and as a player:
A player has a belief that is either the common goal or closely aligned with it. It's big-picture enough that it doesn't get resolved for several sessions, but there's very little inter-PC friction about it since it's the shared goal - everyone buys into it and takes it for granted that they'll work towards it, so the sessions tend to be about obstacles along the way (bangs that hit other beliefs, I suppose).
At the end of the session, we're all looking at each other trying to decide if anyone was driving the story with that belief, and nobody can come up with anything. "We all just kinda agreed to continue trying to get to the temple." At the end of the next session, it happens again, which is when it starts to seem weird. It's as if the belief has become the pretext for the adventure, and moves into the background.
Do you normally give out Fate when a whole session is about (say) getting to the temple, if none of the players had to grab the reins to make it so?
--
Some answers to my own question:
"Chill, sometimes big picture beliefs just sit on the back burner for 3 or 4 sessions."
"The GM could introduce challenges that challenge (i.e. call into question) the belief, forcing PCs to make a meaningful choice about it. Undermine & Trade-Off, rather than Oppose and Defer."
"Yes, that's right - the Artha award is for making the story interesting, not drifting along with it. Players need to find a way to do something interesting - Wise up a risky shortcut, Circle up an untrustworthy guide, harass a fellow PC for dawdling."