For example:
- Smouldering Cart (scene aspect)
- Snow Wolf (opponent): Master of the Tundra.
- Gimli (PC): Master of Axes.
Gimli Attacks the Wolf, and spends 2 Fate Points to invoke the Smouldering Cart and the Wolf's Master of the Tundra (it doesn't like heat), giving him a Success with Style.
The player narrates how these Aspects help him by Gimli shoulder-barging the Wolf into the cart. The shifts are taken as usual, and the player doesn't want to down-shift to gain a boost.
In my head the Wolf has cinders in its fur (sounds like an Aspect). It's off-balance (sounds like a Boost). Or maybe the cart has exploded into pieces, leaving a big patch of ash and cinders across the area. (sounds like a scene Aspect).
Now, I'd probably just pick one and create it with a free invocation for Gimli. But that's going way beyond the rules in print, right? Is it okay to go beyond the letter of the law, or should it be up to the players to find these Advantages themselves? How far is too far?
There are ways for these things to come out naturally within the rules:
- Cinders in Fur could be a Minor Consequence that comes from the shifts of harm.
- Off-Balance could be left out unless they choose to down-shift. (That's not so bad.)
- Hot Ash could be an Advantage discovered by a player so they can use it later. (But I feel like I want that to be a thing, as the GM--as part of my narration of the battle, to make things even more interesting.)
I don't want to unbalance things in the players' favour by giving them free Aspects all over the place. But at the same time, it would be fun to have a dynamic battlefield, and to be able to embellish cool moves with added details the players can use also.