But something still bothers me:
What happens when the PC run out of Fate Points? Can't they get any advantages anymore through any "situational modifiers"?
Lets say there is a PC with no Fate Points in a gunfight. He pushes over some furniture to act as cover for him. He gets the temporary aspect "Behind Cover".
Sooo...The next time someone shots him he can tag that for a +2 on his dodge.
But what happens after? He's still behind cover but won't get anything for it?
Should i justify that by saying the NPCs run around the cover?
There's another way to do this:
The player declares "large wooden table" as an aspect in the room. He then uses his free tag on this aspect to make a block. Of course, once he moves away from it, the block is lost, but until then, he can use it.
On the whole, I think the way it is, it encourages the players to mix it up instead of relying on the same thing over and over. I believe it is part of the whole "monster vs. free will" thing, monsters act predictable, according to their nature, while human beings (or half-somethings... anyone with positive refresh in this game) are free to act as they please.
I can see this come up alot, like in a sneaky scenario where there are definitely Aspects that help with sneaking, like "Really Dark Place", and the PC wouldn't get anything out of it because he's out of Fate?
Am i missing something? Am i worrying to much and stuff will just work somehow?
There is a suggestion somewhere, that any scene aspects might be tagged once by whoever comes up with an idea to use them first. Also, you can give a scene only very few aspects yourself and let the players declare them, so they have their free tag from there.
The beauty of the game, I think, is that you don't have to succeed on every roll or spend fate points on every roll to do so. For example, instead of saying "well, this place is 'Really Dark", you could say, that your character is "Really Clumsy". That way, you won't get what you wanted, but will get a fate point. I believe it is somewhere in YS, too, where they talk about scene questions and the "yes", "yes, but...", "no" and "no, and..." situation. This, I believe, would be one of those "no, and..." situations, not only did your character not achieve his goal, but he made things worse. Keeps the story and therefore the game interesting. I can't seem to find the page at the moment, though.