"One important thing to remember that really helped me with concessions and fate in general is to remember that Fate has a lot of mechanics that involve the players playing the game and not the characters. When I throw a fate chip to make something happen, it's not Sarah St. Claire or Richard Parker doing something or even wanting something to happen, it's me. Concessions aren't between the character and his adversary, they're between the player and the GM, and that's what prevents the character from going back on the 'deal' because he isn't even aware of it."
This is actually the thing I like least about the game; it takes away from the immersion, which is one thing I really like about more 'normal' role playing. Granted, the really good RPGers will operate on this level anyway. But for power gamers, the "create and tag" aspects just fuels more trouble.
dian