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Feb. 16th, 2010

[Fate] More Compels in a Nutshell

Following up from my previous post. Go read that and this comment first: - I'm doing my reply as a new post because it got long, and because I think it'll be helpful to further discussion.

I don't think there's functionally that much difference between what SotC says and what I'm saying. Let's break it down by passage, and I'll show you where the letters fall:

"If a character is given a situation (X) where he would normally have a number of choices (Y), and limiting those choices to act in accordance with his aspect is going to make more trouble for the character (Z)..."

"If everything would be going along normally (X and Y), and the aspect makes things more difficult or introduces an unexpected twist (Z), that’s also grounds for a compel."

The only thing I'm adding is clarity, mainly for the purpose of providing a rubric for judgment, for those folks who still wonder if their compels are doing what they actually should.Long-winded babbling and examples after the cut...Collapse )

Feb. 15th, 2010

[Fate] Compels in a Nutshell...

Hack Type: Advice
System: Spirit of the Century, The Dresden Files RPG, any Fate v3 variant

Just because it came to my mind and I wanted to archive it somewhere, this is as simple as the definition can get:

1. Something relevant to aspect X happens.
2. The player chooses to respond with Y.
3. Z happens as a result.*

* = Z is something complicated and/or horrible, and is not bound by the application of other game rules (like skill rolls, etc.)

Accepting or rejecting the compel is almost always (and by this, I mean if it's not, reexamine the compel) about accepting or rejecting Z, not X or Y. 

When in doubt, applying this as a litmus test is a pretty good way to go, I think.

Examples and rationale after the cut...Collapse )

December 2010



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