So, the first playtest went well. The basic mechanics seems to function near to what I was envisioning. Some changes are being made to expedite play and to counter "wankery" beyond the "hit the door" method.
The players felt that it would be too easy to bully another player through the economy system as it is and ultimately whose decision is it when narrating effects get applied to the "Victim." I think that the term "Victim" sums up my thought processes here, but I do see the ease of which it would… will… be abused. I say call Wankery and be done with it! Besides, that is what the Right of Denial is for. I was countered with this ‘right’ depends on the maintaining a reserve of FATE points that people would be less than willing to use for fear of being taken advantage later. Epiphany! The Right of Denial is also a source of Wankery in that a player could deny everything, not allowing for any form of concession. This way lies madness… and DOOM!!
The Doom mechanic is being adjusted to fit the bill of Wanker-repellent as well as the force of Fate crushing down on the character. Doom will now be the basis of Denials. Deny something and gain a Doom. Pushing off the consequences of a Conflict means that later, you will have to deal with the Doom. Reserving Fate is no longer needed. Check. What about the bullying? Well, Doom will also be generated by those trying to apply the unacceptable effects as well at the consensus of the table. If the Victim feels he is being bullied, he need only call for the table to vote and he can give the Doom to the bully. Beyond this, any social issues going on at the table are beyond rules to begin with.
The next issue that came up is with the standard FATE wound tracks; well, Composure specifically. No one at the table was willing accept the idea that when fighters taunt each other that they can use it to take advantage of the other... these
people would seem to disagree. The argument against social stress is that anyone worthy of being a character would not fall for generic taunts, thus to affect someone's composure would need a special ability (i.e. an Aspect’s Invoke usable in taunting). Thought as a genre/setting aspect is was agreeable. Alternatively, finding (or maybe a Declaration) the one thing that would bother the character and using it against them... seems leaving Tags open-ended and some Compels covers this... but seems to lack the fluid nature of social conflicts to me. Requires further development.
The next step is deciding on keeping the Health, Composure, and Aura Stress Tracks. Since I have taken to the idea of striking an Aspect to handle damage absorption, are Stress Tracks necessary? I am beginning to doubt it. It may be easier just to allow Conditions to be created by the Victor as any other Aspect being applied through a Declaration or Maneuver as per FATE.
In some relation to the above, I am changing the way Attributes are ranked and removing the Weakness and Forte. The idea of a Forte being based on an Attribute seemed to be too broad and constantly required people to expend FATE to even challenge the Person, also Forte Vs Forte conflicts cropped up too much. Instead it will be shifted over to the Aspects. Weakness will get a name change and become a Status of an Attribute that is ranked at 0, regardless of that being the “dump” stat or through damage.
The next playtest will address the world of extramundane abilities / aka "da kewl powerz." Seems to be some concern on the development of making one character's abilities truly special without the mechanical differences between them as found in most other games. I am thinking that it is a matter of fluff and setting, not one of core mechanics.
And the Hard Choice? well the system name; Wyrd