The Dresden Files > DFRPG
Funny/Epic/Legendary moments
Baron Hazard:
Thank you Lavecki, I was gonna say something, but in general the community is cool and i didnt wanna come off as a passive aggressive A-hole or bitchy... But I do kinda feel this whole thing was kinda rude. lol. No worries though, and again, I am also interested in any awesome moments in all your games. ^^
Lavecki121:
I have found that this seems to happen frequently. Its like "hey this cool story" then theology breaks loose
Addicted2aa:
--- Quote from: Lavecki121 on November 07, 2012, 05:22:49 PM ---I have found that this seems to happen frequently. Its like "hey this cool story" then theology breaks loose
--- End quote ---
RPG wanks are just more fun than RPG stories. :P
Mr. Death:
--- Quote from: Addicted2aa on November 07, 2012, 03:57:23 PM ---A) what if he has no aspect related?
--- End quote ---
Weapons have aspects, scenes have aspects. Make a declaration and compel it.
--- Quote ---B) What if him killing this guy isn't really going to create any other consequence? Basically what if it's not interesting?
--- End quote ---
Not to put too fine a point on it, but if it's not interesting either way, then who gives a shit?
--- Quote ---I get Mr Death and your approach. I don't think it fits the feel of the fiction. That's all.
--- End quote ---
Once again, I think I have to point out that you're getting the narrative and the mechanics mixed up. The Fate system is set up in this game explicitly to let you replicate the feel of the fiction. Any time you see Harry narrate something to the tune of, "I could _____, but ______," that's him getting a compel. That is Jim Butcher choosing to put Harry through that complication instead of "buying out." The player, like the author, always has that choice.
A character being forced into action should always have the player compensated via a fate point, with the option to buy out with a fate point. That's the core of this game system.
If the players want to do one thing and the dice are on their side, but logical circumstances mean it doesn't work out, that is a compel. Any time the players' choices are limited by anything but a failed dice roll, that should be a compel.
If the dice say they succeed, and you take away their choice in how that success plays out without them getting a fate point, that's cheating your players.
When a player rolls Guns to attack, they're not by default saying, "I shoot him. The roll determines how hard." What he's saying is, "I'm using Guns in such a way as to stop my opponent. The roll determines how effective this tactic is." The rolls are an abstract for how the tide of the conflict is going, not a direct simulation of how much damage someone takes.
And yes, sorry Baron. This does seem to happen in every thread.
Addicted2aa:
--- Quote from: Mr. Death on November 07, 2012, 07:08:52 PM ---Weapons have aspects, scenes have aspects. Make a declaration and compel it.
Not to put too fine a point on it, but if it's not interesting either way, then who gives a shit?
--- End quote ---
a)I suppose, but that seems...cheap and forced. I don't see why it's a big deal to let the narrative play out.
b)The player? If they want to keep someone alive in that situation.
--- Quote from: Mr. Death on November 07, 2012, 07:08:52 PM ---Any time you see Harry narrate something to the tune of, "I could _____, but ______," that's him getting a compel.
When a player rolls Guns to attack, they're not by default saying, "I shoot him. The roll determines how hard." What he's saying is, "I'm using Guns in such a way as to stop my opponent. The roll determines how effective this tactic is." The rolls are an abstract for how the tide of the conflict is going, not a direct simulation of how much damage someone takes.
--- End quote ---
I would read that as a player driven compel. Meaning they have asked for it. Which I already said I'm cool with.
You keep not addressing the point the player has already decided the action. This is not, I roll guns at him. It's I choose to summon up a gout of fire underneath his feet. The point is he's established a narrative action, succeeded at it, and no longer wants to follow the logical result. That's all I'm talking about. That specific situation. In that situation I don't feel I'm complicating there life, if they want the NPC alive.
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