After finishing Daughter of Fate and submitting far more feedback than I expected (many of them being inconsistencies like some of the notes below), I started to review the book and how certain scenes would pan out in the game. I'll try to keep things as spoiler-free as possible and focus solely on the mechanics.
During a duel, a character breaks the weapon of an opponent, forcing them to surrender during a duel. Now, a part of me wants to handle this simply as an Opportunity (i.e. spend a raise and make it happen), but I feel as though it'll become a common game of destroying the opponent's weapon and then making Duelists worthless.
A part of me was considering the idea of requiring to spend a Hero point to destroy the weapon (a nod to 1st Edition schools of Daphan, Kjemper, and Eisenfaust), but again, feels like it may be an overused tactic.
On a related concern: breaking weapons may lead to angry players who have the Signature Item advantage, and said item is their weapon.
==Limits of Sorte?==
We see Sorte make a number of appearances in this novel, but specifically we see curses, a "blessing" (character admits she did nothing), seeing strands, and pulling strands.
The curse that we see works exactly as expected, but may have longer lasting effects than expected. Might be more narrative, but it worked.
Seeing strands was thankfully rather straightforward, but still lacking. We are told of different colors (crimson for passion, red for agression, black for death, a gold strand, a "strand of obedience," and shimmering strands), but don't always get a meaning for them. Seeing the strands also doesn't seem like there's a distance involved; as soon as there's a connection, the character in question can track it, even if it's tracking a ship that has days of a head start. I kind of like the effect, but it does make Sorte seem like the perfect tracking ability, regardless of line of sight.
Pulling strands turned out to be rather odd. First, we are told that a strega should not pull on black strands as they mean death, and influencing them could put that strand onto you. Rather odd situation there, but the only times we see that specific strand pulled could be seen as a form of Pressure in game (to turn and face someone).
Second, line of sight seems to be pointless. As mentioned before, a character doesn't need to see where the other side of the strand is to influence at. At one point, a character pulled a single strand that didn't have an end in sight to nudge fate (and therefor find rescuers). Okay, plot device to move the story forward, I can live with that. But being able to pull a strand to an ally that was probably in Montaigne or Avalon while the character doing the pulling was in Vodacce seems to be a bit of a stretch. This means that, theoretically, as long as you know where a strand of yours leads, you can "pull" it to send a message to the other side...or possibly even trip them. That's. . .a pretty odd way to handle it, especially since the character is tied up and pulled the strand from behind (i.e. hand was at her back, she got it free from the ropes enough to pull).
Finally, the limits of pulling aren't entirely clear. For example, there is one scene in which the strega is pulling a man with the Large advantage, who is holding on to a boat and another crew member, and from quite the distance (maybe half mile or more); she literally uses the strands to pull all of this to shore. There's also the note that objects do not have Fate strands, yet it is explained early on that strands can be pulled to manipulate the results of dice (with no explanation how beyond "pulling the strand" to change the result).
Porte only makes two appearances in the novel, but there is something important to note about it. Namely, we don't see the heroic ally injuring himself to use Porte in either instance.
There's no screaming of the portals, so this would mean the character did not open a blessure, but the character also did not show any signs of bleeding. Additionally, in both cases, the character did this one handed; in the first, he kept a had over a character's eyes to ensure they remained closed, and the other he appeared with a pistol in hand. In both cases, there were no signs of a physical portal, and it almost seemed like a teleport.
In fact, even when the character appeared with a pistol in hand, he just appeared, pistol in hand, other hand on the aforementioned tied-up character. It was almost like an actual teleport without
With this in mind, I've been considering houseruling that Porte uses a Hero Point instead of causing a Dramatic Wound (an either/or scenario), or that Porte causes general wounds instead of a Dramatic, with the option of reducing wounds on a good roll.
Not sure if this was oversight or a special type of inconsistency for the sake of plot, but it does detract from the setting (and leads to the debate), as we often learn more about the mechanics by the samples and flavor text than we do from the normal blocks of rule texts.
There are a few other random thoughts I had that were caused by the book, but I'm hoping we get more explainations in later rulebooks or even within the novels.
"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic