[Diaspora] Some (FATE) rules questions (EDG)
Buzz
buzz at buzzmo.com
Tue Mar 30 11:52:11 MDT 2010
The key ting to come out of recent conversations/posts from Fred and Lenny are that Compels complicate things, they
don't dictate actions. That, and sometimes they replace a die roll. I.e., instead of rolling, the GM offers an outcome as
a compel.
> -------Original Message-------
> From: Jeffrey Hosmer <jhosmer1 at gmail.com>
> To: diaspora at phreeow.net
> Subject: Re: [Diaspora] Some (FATE) rules questions (EDG)
> Sent: Mar 30 '10 12:26pm
>
> One other thing about compels that you should keep in mind. In at least
> SotC and Dresden Files, the GM does not specify what action the compelled
> player takes. He merely suggests that they take an aspect into account.
> Now, I imagine that the player can invite suggestions, but it's not
> supposed to be the GM puppeteering the character. At least that's how
> I read Fred and the others view on the matter. If your players don't
> like the idea of losing control of their characters, explain this to them,
> and they might like compels a little better.
>
> --
> Jeffrey Hosmer
> [LINK: mailto:jhosmer1 at gmail.com] jhosmer1 at gmail.com
>
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