I must say that I don't understand what you are talking about to be honest. I guess that we have two totally different views how to play RPGs, especially YZE-games.
I am looking for a short description of your solutions to willpower farming attempts, i.e. your posts #2 and #4 as one or more headlines.
The GM describes the scene. The players then describes what they wants to do.
Yes, and what if the players want to long jump? You already answered in post #3. I am just trying to boil it down to a few sentences.
The long jump action is an extreme case of willpower farming. A thought experiment to study how farming attempts could be handled. I could only think of 1, 2 and 3 from quote #1 as solutions, and they all involve changing or adding rules, but your solutions do not, and I would like to add them to the list, but as short, concise descriptions.
If the GM thinks that this is something dramatic or could be called a tough challenge, then he [...]
I already know what to do in dramatic situations, but your answer doesn't say what to do if the situation is
not dramatic, and willpower farming is exactly about stating non-dangerous actions that it would be absurd for the GM to just declare successful, like "Nirmena attemps to beat the eight meter long jump record".
It reminds me of this thread (
viewtopic.php?p=31390&hilit=willpower#p31390) where Tomas from Free League states (quote #23) that you should not allow players to roll (and push) for meaningless actions where nothing is at stake, but when asked about what to do instead (post #24), there is silence.
You damage yourself by rolling banes should be drawback enough.
If it was, there would not be a problem with willpower farming. When the players think there is a high probability for rest in the near future, they are not afraid of the damage.
A skill roll can only be pushed if the push increases the effect of the roll, otherwise you can't push. You can't push because you want WP or more WP, the number of successes needs to matter.
Agreed. The question is whether it is enough. Some people - including yourself in post #8 here (
viewtopic.php?t=6422&hilit=push+rolls) - decide that journey rolls can't be pushed (also not if they fail I presume).
3) decide that in some cases pushing doesn't trigger any willpower.
Besides that you can't go above 10 WP, why?
Why? To prevent willpower farming, i.e. too easy access to willpower points.
Your example with a player that wants to make some jumps just to get WP is just wrong.
What do you mean it is "wrong"? The player decides what his character does, and if he states that his character is going to try an eight meter jump, you have to respond somehow.
The excuse that he does some training is also wrong.
It is not an excuse. The player doesn't need to make excuses. At least in my games I think it is important that the players feel they can do whatever they want ("the player can't say that his character is doing that"). Of course the "world" will give a realistic response, but it should not be in the form of an angry GM punishing actions he does not approve of. I hate it when my players say things like: "I think the GM wants us to go this way".
This is what differs you and me. I will never allow a player to just farm WP by doing nonsens actions, regardless how they describe it, you seems to be ok with it.
Never mind you and me. Let's find out how to handle willpower farming. But no, I am nok ok with it. That is why I have started a thread about methods to avoid it.
I have alpha/beta-tested this and played a long campaign [...] none of my 2-4 players have ever tried to "farm WP".
Several people have reported willpower farming as a problem. If it is not a problem for you, it is all the more reason to give a short description of your solution. Maybe
4) refuse to make the player roll for undramatic actions. Instead roll yourself or decide the result.
(Automatic success seems absurd to me, so I propose this instead)