So, I was looking on RPGnet, and they were discussing a potential problem in realism for FATE, which can be summed up as follows: You can maneuver to place the Aspect "On Fire!" on someone, and yet they will not take damage from it by default.
Okay, so, here's the problem I have with this argument - it assumes that the people at the table aren't evaluating the aspects they want to place in terms of intent and circumstance.
As a mechanic that functions primarily off of conversation, I can't honestly see how in play, the group would accept any aspect as a maneuver that didn't make sense in context. Intent
precedes mechanics, right? The idea that you'd say, "Oh, I want to burn this dude up, so I'm going to place a maneuver on him that says 'On Fire!'" is kind of ridiculous on the face of it, because the clear
intent of setting someone on fire is to continually inflict stress and consequences, which a maneuver by itself
does not do.
On Fire! is, by contrast, a great scene aspect, because it can logically function to do all the things a scene aspect needs to do - modify and restrict certain actions and color the narrative.
So, if I wanted to set someone on fire, I would look to create a "targeted" environmental hazard using the rules in Running the Game, because that's the tool the rules have to match my intent. Asking the GM if I can do that with a maneuver instead of inflicting an aspect?
That's fertile ground for an at-the-table call. (I'd allow it, but I'd prolly make it hard.) Or, I'd try to modify a grapple to apply, because that can also do stress every round. It'd depend if I had a flamethrower, or if I was just setting someone on fire.
Just sayin'. The fact that you can describe anything as an aspect doesn't mean it's always the best tool for the situation.
-L