A concession has to pass muster with the
group before it is accepted—the conditions of
the loss still have to represent a clear and decisive
disadvantage for your character. If the group
(note that your opponent is part of the group
for this!) feels like your character is getting off
easy, you’ll need to rework the concession until
it’s acceptable.
... an other thing to consider is, that concessions aren't NPC only. A beaten PC may also concede to save his hide and proceed on an alternative path. Usually I don't like to draw on the novels too much during rule discussions, but Harry does this all the time! If the game table doesn't allow the reasonable concession of a NPC then - in my opinion - the hole concept has to be taken into question and a cornered PC shouldn't get to concede either...
The way I've always seen concessions run the concession has to be agreed upon unanimusly. If even one character wants to keep going round by round then you keep going round by round or figure out a concession that fits everyone.
Of course, that 'haggling about conditions' might include, 'no, he's not getting away, I gonna run him down and pop a few shotgun slugs in his head'.
That's not how I see it. If someone concedes he concedes. There isn't anything someone can do against it. The only thing that can be done at this point is to haggle about the conditions of the concede. If someone could just veto the concession, then the hole concept would be meaningless.
You offer a concession. There is no requirement to accept that offer.
There's nothing really to be gained just from outright killing him. After all, if one villain dies, the GM will create a new one to replace him.
Unless there is a compelling reason to keep an enemy alive
Playing it smart IC. Unless there is a compelling reason to keep an enemy alive, you should kill them. Letting them live means having said enemy to deal with again in the future.
This. Unlike Superhero books, most people tend to feel that letting the powerful thing that's been trying to kill them for some time get away will come back to bite them in the ass. Even if the GM makes a new villain, the CHARACTERS don't know this will happen. If they did, they'd see it as having two threats to deal with instead of one and still kill to opponent.
That's definitely not a good situation to have. The GM can't try to concede or ask that the players spare their enemies, and then turn around and make things worse for the players as a result.
Oh, absolutely! A concession really shouldn't be a "Villain disappears in a puff of smoke" situation.
I remember one concession I used when my players were fighting a nest of Red Court vampires and one of them had to use her Severe Consequence to stay in the fight and activated her Righteousness ability (we call it "Holy Boom"). I used a concession to spare the life of the leader, but the players got to see that half his face was melted off. Permanently.
Anyone else do it that way?
What one also shall have in mind is that the one that do concede is in a way rewarded for doing so, by being given a Fate Point for each consequence that he or she had taken during the conflict ("Cashing out" YS206). As a player, I might see it not do I let the big bad villain get away [by accepting the concession], but I also give him X Fate Points, whereas we (i.e. the players) do not get any Fate Points for winning. What I mean is that this might further make the players reluctant to accept a concession by the GM on behalf of the big bad villain.
I thought you only got the fate points when you got taken out, and not when you concede.
When you Concede, you get a FP for every Consequence you took in the Conflict.
I don't recall that Taken Out nets any Fate Points.