[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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