Right but the concession is a group decision so it stands to reason that whatever makes sense in the current scene is how the latter part will play out. Even if the guy kills himself he could have a pack of matches from the hotel he is staying at, or an address scrawled on a piece of paper (both these things being declarations in most cases) just because you failed to have him give you information directly does not mean you have failed to find anything out
No, I'm saying that one way of doing 'success' or 'failure' is to make the fiction layer say whatever you want 'after' the dice determine that result. And as long as you get what you were after, 'success' can be narrated in whatever way you find interesting.
So, as long as the dice give me victory, the fiction layer can give me a victory in whatever narrative that the players find acceptable, and if the dice give me failure, then my failure also happens in a whatever narrative way people find interesting.
Example:
GM, this fight will end up with you captured by the villain. The stakes are how much you find out about the villains plan.
So:
1: the characters aren't risking death, even if the in fiction layer of the game says that the villain wants to kill them
2: even a victory by the players here will result in their capture.
3. what the PCs get for winning is finding out about the villains plans, but how their winning actually happens in the fiction layers can be described in whatever way people find entertaining.
This allows things like the fictional layer describing narrow margins of escapes and skin of the teeth victories without needing the dice system to promote the 'you die now!" mathematics that that tends to require.
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Example, in the game, any contest you get into with a black court vampire is going to be a big deal. They can deal large amounts of damage with a lucky hit, so you may need to have a lot of fate points in reserve to deal with them. So, if we'd expect the characters to want to avoid fighting them, wherever possible, and prefer to do things like burn down the building they are in and stake anything that manages to crawl into the sunlight.
Bur we, the players, might prefer our characters to get into fights with black court vampires, to show how awesome we are. But that's a pretty (eventually) lethal thing to do if we the fiction layer drives the game.
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So, how can all this be applied within the scope of a DFRPG game?
You can set the stakes of the contest to be something other than the stakes that appear in the fiction layer.
For example
1 the stakes in the fiction layer are 'the city blows up!'
2 none of the players in interested in 'the city blows up!' outcome
So, if we let the fiction layer drive things, we need to arrange things so that the dice don't allow the city to blow up, because no one wants that. This can lead to the players being able to crush the end villain like a bug, because eve a 10% chance outcome of 'the city blows up!' in that fight is unacceptable to the players. They want to keep playing in the city, after all.
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But if we set the 'actual' stakes as something other than 'the city blows up!' then we can have a lot more flexibility in how much chance of 'failure' the dice system allows.
For example, at the end of
Fool Moon, the fictional layer says the stakes are "Harry dies horribly" if things go wrong.
But instead, if the set the stakes as something like "How much Marcone respects Harry when this is over" then the players can allow for 'failure' because it doesn't end the game. After all, there's plenty of interesting stories to tell when Marcone doesn't respect Harry.
[edit]
Some edits for spelling, and stuff.