I’m thinking about running a warden-focused Dresden Files game in the not-too-distant future, and I was thinking about adding a simple change to the way the Lawbreaker stunt works. For those unfamiliar with the universe of the game, there are seven laws of magic (don’t kill with magic, don’t mind control, etc.) that are formalized by the wizards’ ruling body but enforced somewhat by reality: since you have to believe fully in your magic to get it to work, doing terrible things with it (even for initially noble ends) warps you. You gradually become the kind of person that does those horrible things as a matter of habit, which is why the council generally has a zero-tolerance stance on breaking the laws. It’s a lot like going to the dark side.
The game rules model this descent as a power you have to buy the first time you break a law, and you have to buy it to a second rank if you keep breaking the law. If you break the law even further, it begins changing your Aspects to twisted versions that mention the lawbreaking. The power gives you a +1 (+2 at rank two) to any further magic rolls to create effects that break the law.
The problem I’ve found with the standard implementation is that my players are outright allergic to suboptimal character build choices. They’ll refuse to break magical laws not because they’re not tempted, or because they’re worried about the wardens, but because that +1 for a power isn’t mechanically optimal. Particularly for wizard characters, who are pretty strapped for powers after buying their standard package, there’s practically zero temptation to do anything that will force them to spend character build currency on a power they don’t want (and which is mechanically very weak, compared to the other power and stunt options).
So the tweak is simply to make the power “free” up front, but, when the character is compelled to break a law, the cost to buy out of the compel is increased by the rank of the power. For example, if you have rank two of Lawbreaker: First (i.e., don’t murder with magic), when the GM offers a fate point to murder someone with magic, it costs three fate points to choose not to. And, if you continue to sin and sin, those twists to your aspects will make you much easier to compel in a variety of circumstances.
(A slightly less downward spirally version of this change suggests that players cannot be compelled to break laws until they have Lawbreaker rank one and that doesn’t change the cost to buy out, and rank one just increases the cost to two fate points. This would prevent the GM from straight up engineering falls: you have to make that first choice yourself.)
A character trying to redeem him or herself could reverse the process, cleansing aspects and eventually removing rank two with an unbroken sequence of buy outs of the compel to sin further (up to the GM how many buy outs in a row are required to recover). But you can’t ever get rid of rank one; per the source material, once you’ve broken a law, it changes you, and you have to resist the urge to keep doing it for the rest of your life.
I think this tweak should preserve the intent of the system, while making it much more attractive to character optimizers.