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soleilraine
@soleilraine

Position/Effect has always been the weirdest part of any FitD game to me. Like, most of FitD as a framework is so interested in very concrete ways that narrative informs mechanics and mechanic informs narrative. But Position/Effect are so abstract and subjective in terms of both trigger and impact. It’s a mechanic that exists to ensure the narrative impacts the narrative, and that doesn’t feel right for this sort of game. Then because its impact is purely narrative, it’s always completely overshadowed by the dice’s result, because that’s the cooler one you get excited about. And yes I know they impact clocks but that’s just one very specific situation (only when you are actively doing an action with the intent to tick a clock up) and also FitD clocks suck anyway. I just constantly feel like it is a completely vestigial mechanic that I’ve never actually found interesting in execution.


Scampir
@Scampir

I really like position and effect because it can lead to the bickering between player and GM reminiscent of asking the dm if you can get a +2 mod to a roll for doing something in a specific way. The discussion of setting and modifying position and effect, haggling over it, is an act of fumbling around something and getting a better sense of the situation.


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in reply to @soleilraine's post:

Oh yeah it’s just that the dice’s result is just way more important. Effect indicates how effective the action is, but that doesn’t mean anything if your action fails to begin with. Meanwhile Position really only really comes into play for XP or to determine which table the GM looks at if you do fuck up. which i think is neat, but this also puts the focus back on the dice’s result. The die have significantly more sway over the impact of an action than the system meant to account for impact of an action. I’ve never, even once, had a choice between “gain an extra die or gain extra Effect” and felt like Effect was a better decision.

I think they make the most sense if there's specific playbook powers (or a similar mechanic) that can directly modify them based on incidental factors. Otherwise they're pretty much just a reminder to pay attention to what the possible outcomes of a specific action are

always fun to hear how differently folks can run the same games! tbh when i run a fitd game I make almost everything clocks. then players can basically say that they want to target X clock or Y clock, and effect is How Much they impact the clock on a mixed or full success, and position is How Much they risk getting hurt on a mixed or full failure. it's somewhat mercenary but I find it makes P/E's relationship to the narrative super clear - I've never thought about clocks being vestigial; I would go so far as to say the dice rolls are frequently the vestigial mechanic that are mostly uninteresting and unfun

I didn't say that clocks are vestigial, they're extremely integral. I do think they largely suck though, and are often just miserable consequence sponges. I'd be interested in seeing this style of game, but I also think it sounds very antiethetical to what I find fun about FitD.