Can a player spend a fate point to declare it a full moon?

Is a player able to spend a fate point, to declare it a full moon? For instance, if they have a lycanthrope character who gains more power in the full moon.

I know a fate point can be spent to declare an arrival/having an item and such like that, which is unrelated to an aspect and more setting related. Would this "it’s a full moon tonight" also be permissible to try to declare under the official rules as they are written?

Or is it too much to do with the broader setting, as opposed to an individual character, making it GM only control and decision?

How do I introduce an inexperienced player to the FATE combat system?

One of the things that I love about the FATE system is how flexible it is; even given the less than crunchy nature of the system, you have options galore. That’s given one of my players analysis paralysis: in combat, she can’t really function all that effectively and it’s not satisfying to her coming from a very limited gaming background and all of that being DnD 4e where her options are laid out before her.

I’m looking for ways to give a player more structured options during play; sort of a cheat-sheet or combat strategy-guide for the narrative paradigm FATE inhabits. Narrative ideas for storytelling combat are good, but some sort of cheat sheet of structured fight options would go very far in helping her to get her mind around the combat concepts and options.

Any ideas on how I might be able to help her rectify this? She’s playing a Red Court Infected in my Dresden Files game.

Update

I took Mxyzplk’s suggestion below, and created the Action Cards for the combat options that she had, and it worked perfectly!

If anyone else wants to do this for their FATE game, I’ve made the Word Templates available, with instructions included.

Simulating a custom card game in Fate Core

In the world I created, there’s a famous card game. It has the following characteristics:

  • Complex and numerous rules
  • Spectators can bet during the match
  • The winner is the player who won more “tricks” (no specific definition of what a trick is)
  • Cheating is possible but complicated

Creating the exact rules for such game doesn’t seem worth it (it might take more time that thinking an entire campaign).

How can I simulate a match of such game? I’d like a game to be an entire scene (where PCs might be either spectators or players of the game)

I’d like to have the players have the feeling they’re really playing the game, trying to outwit their opponent, cheat, bluff, etc.

I already know it can be handled as a Contest, but I still see it hard to picture such Contest. Without creating the exact rules of the game, how can I create tension during the Contest? How can players know what kind of skills they might use?

Nonviolent “social conflict” in Fate – which skills opposes rapport?

I’m running a campaign with a few nonviolent characters. I understand how to handle physical fights, but am a bit at a loss how to deal with "social conflict", where characters need to overcome some resistance from NPCs to achieve their goals.

As Provoke is intended to harm others, it doesn’t seem to be a good choice for nonviolent characters. Rapport seems to be a better fit for characters that try to convince the NPC to hand out that piece of information that was supposed to remain a secret. However, what would be the opposed skill? Empathy? And how would you make this into an interesting contest?

Why does a character get Fate points from invocation only at the end of a scene in Fate Core?

This answer to "What happens to the fate point after a character invokes an aspect?" shows that in DFRPG (per Your Story, p. 106):

if you’re invoking an aspect on another PC or on a NPC to gain an advantage over them, that character will receive the fate point you spent, either at the end of the exchange (in conflict, see page 197) or at the end of the scene (outside of conflict).

But in Fate Core (p. 81):

if someone pays a fate point to invoke an aspect attached to your character, you gain their fate point at the end of the scene.

Why did Evil Hat change invocation so that Fate points are given out only at the end of a scene?

When to use deceive vs rapport in Fate Core

I’m running a game in fate core, using the default skill list. My players want to know which situations and types of actions will call for a deceive check as opposed to a rapport check. How can I understand this different better myself, and convey it to my players?

An example in their words, not specific to our campaign:

If the Countess of Lyndham has cooked us all dinner and it’s awful, is saying it tastes good a deceive or a rapport check?

I’ve erred on the side of: if you’re trying to mislead someone or make them believe something or see something in a certain way, it’s deceive. If you’re trying to establish a relationship with someone or persuade them to accept an argument you’re making, it’s rapport.

My players rightly point out that making a compelling argument and making a misleading argument is a fine line to tread. And I’ve had trouble so far in this campaign with a player who keeps trying to manipulate people by telling a curated version of the truth and gets upset when I call for a deceive check instead of a rapport check (which he has at +4).

Modeling cutaway prep scenes in Fate

Many crime stories feature a particular kind of foreshadowing and plot twist: Early in the story, you see a character doing something significant, but the scene cuts away before you find out what it is. You don’t find out what happened until the climax, when the character reveals the crazy plan that they set up after the cutaway. There’s often a brief flashback to the missing part of the establishing scene. It’s a staple of heist stories – Leverage does it almost every episode.

How can I model these cutaway prep scenes in Fate?