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The Dresden Files => DFRPG => Topic started by: Steppenwolf on March 03, 2011, 01:13:04 AM

Title: Compels, Accidental Killings and the 1st law
Post by: Steppenwolf on March 03, 2011, 01:13:04 AM
I said:
Nope, cause the thugs are not dead yet.
You are giving him a choice to save them, extinguishing the fire.

This can bring to interesting situations:
let's suppose the BBG is escaping with the MCGuffin and the main purpose of the thugs is to let him put a safe distance between the wizard and him (and the not-so-secondary purpose to end the PC's miserable life).

Do the character choose to run after the BBG and to be a LawBreaker or to save the thugs and his soul, but giving the BBG an advantage?


But in the situation where the character has only one refresh it isn't a choice, that's what I'm saying.  A compel should ALWAYS be a choice (saving of course those situations where the character is without Fate chips).  When you're giving the player the choice of 'Save the thugs or become an NPC' what you're really doing is railroading them into saving the thugs.

Ok, let's start this one.
First of all, Player chose that Aspect, so he was expecting that some building could catch fire.
Then Player chose to put himself in situation which could bring in a Compel and to accept the Compel itself (unless of course he was short on FPs).

The building is on fire for his character's fault, it's up to the character to put remedy to the situation. He can just use a water spell to extinguish the fire and call the firefighters and taking some Stress for the spell.
It's not railroading, it's a situation based on player's choices. And probably a situation in which the player would like to be: repairing his mistakes and making his life harder because of his faults.
(and if the McGuffin is really important this can award a second FP to the character).

Moreover, if you put a band of thugs in front of a 1-refresh wizard, you are already forcing him to not use lethal magic. Why don't spice up things?
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tallyrand on March 03, 2011, 01:27:02 AM
Of course there were choices leading up to that situation, but still the only choice being presented when you push forward the fate chip is do what I say or die (effectively).  That's where the compel happens, so that's where the choice should be but the character really doesn't have one.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tedronai on March 03, 2011, 01:38:35 AM
First off, Compels are negotiations.
Even if the character has no Fate points left, it's still a negotiation.
S/he could, for instance suggest an alternate complication that would be more to their liking.  Perhaps the danger isn't in that their use of fire lit the building, but that a few missed shots (or shots that 'clipped' their targets) punched though the building, and, while the resultant fires don't seem to be particularly dangerous (they'll burn themselves out before they reach the mooks, or are just burning slowly enough or are small enough that help can easily be arranged before then), those flames have been spotted by local authorities or someone who alerted said authorities, and they'll be on scene shortly, with plenty of difficult questions.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tallyrand on March 03, 2011, 01:42:56 AM
First off, Compels are negotiations.
Even if the character has no Fate points left, it's still a negotiation.
S/he could, for instance suggest an alternate complication that would be more to their liking.  Perhaps the danger isn't in that their use of fire lit the building, but that a few missed shots (or shots that 'clipped' their targets) punched though the building, and, while the resultant fires don't seem to be particularly dangerous (they'll burn themselves out before they reach the mooks, or are just burning slowly enough or are small enough that help can easily be arranged before then), those flames have been spotted by local authorities or someone who alerted said authorities, and they'll be on scene shortly, with plenty of difficult questions.

Sure, of course, but I feel that the potential scope of negotiations are simply to broad for a discussion of this sort (only, people who don't know each other, a variety of play groups etc.) so I was just going with the offer on the table.  That being said though, the player has very little to bargain with if they have no Fate chips, and therefor very little negotiation power so if the GM insists that death must be on the table then my point stands.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tedronai on March 03, 2011, 01:57:51 AM
If the GM is insisting that death MUST be on the table, then they are, frankly, likely being unreasonable.  They're either imposing a Fate point tax (if the player has any), or using the equivalent of 'Rocks Fall, You Die' (if the player doesn't have any Fate points remaining).
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Steppenwolf on March 03, 2011, 02:07:03 AM
As a general thought, sometimes you got only one safe way to handle the situations because your preceding choices brought you to that point.

In some cases you can reasonably negotiate some other outcomes, in other cases there are only complicating ones.
However if we stick with my example, the compel is made to make the things more interesting.
And it can lead to other scenes.
Perhaps you have save a thug who gives some hints about the BBG.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tallyrand on March 03, 2011, 02:07:47 AM
If the GM is insisting that death MUST be on the table, then they are, frankly, likely being unreasonable.  They're either imposing a Fate point tax (if the player has any), or using the equivalent of 'Rocks Fall, You Die' (if the player doesn't have any Fate points remaining).

Exactly my point, so if that's not what he wants to do, then he shouldn't open with death.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tallyrand on March 03, 2011, 02:08:53 AM
As a general thought, sometimes you got only one safe way to handle the situations because your preceding choices brought you to that point.

In some cases you can reasonably negotiate some other outcomes, in other cases there are only complicating ones.
However if we stick with my example, the compel is made to make the things more interesting.
And it can lead to other scenes.
Perhaps you have save a thug who gives some hints about the BBG.


Right, but that doesn't change the fact that you're really not giving them the choice of whether they save the thug or not.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tedronai on March 03, 2011, 02:15:35 AM
However if we stick with my example, the compel is made to make the things more interesting.

Unless the player isn't interested in having their character railroaded in that particular direction.  In which case the compel DOESN'T make the game more interesting for that player, only more difficult.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Richard_Chilton on March 03, 2011, 02:18:02 AM
When it comes to accidental killings, I divide them into two groups - the player accidentally causing a death and the PC accidentally causing a death.

Most the first one group can be handled by the GM saying "You do realise that doing that might kill someone, right?" and then the group talking things through.  I say most because I've seen some unforeseeable deaths.

The second bit, when the player knows that death might occur but the character would do something like that, can lead to great role playing.

If no one can envision a death occurring then that's one thing and we can debate intent, but if the players or the GM (who should pass along a warning) can see it happening then that's another.  If you know it is possible and still do it, then you've opened yourself up to the consequences.  You shot into that crowded room, you brought down the ceiling, you flooded the park with water - whatever you did you knew that there was a chance of death.


Which is why Dresden shows so much restraint.  There are countless times that he could unleash something major but doesn't because he knows that people might get hurt.  He won't even share information if he thinks it will lead to someone getting hurt.

That's because not hurting innocent bystanders is a theme of the series.  Any action you take (or don't take) has consequences and those consequences have to be ones that Dresden can live with.


Speaking of consequences, if you use sponsored magic and build up a debt, that was your choice.  Maybe you'll have to steal a baby for the Summer Court or burn down a church to pay for your use of hellfire, but when you took that power you knew that there wasn't a free lunch.  That you would have to pay for everything eventually.  Would it be fair to those without sponsored magic if your PC moved heaven and earth then didn't have pay for it? Of course not.

Along the lines of "There's No Such Thing As A Free Lunch":
If you take an Aspect of "Kicking Ass and Chewing Bubblegum, and I'm All Out of Gum" then it will help you in fight after fight, but when that idiot pushes your buttons why shouldn't you be compelled to put him into his place?

There are downsides to all Aspects - and if there's any doubt of how it should be compelled then the Player and GM really have to get on the same page before the compels start.

Spoiler for Turn Coat:
(click to show/hide)

Richard
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Steppenwolf on March 03, 2011, 02:23:31 AM
In this case he simply negotiate the fact the warehouse is burning but none is going to die. Perhaps the fire was extinguished by an automatic system, or perhaps the fire attracts the attentions of autorithies (like you said) or the other thugs outside.

However, when the player has no FPs, how do you compel him?

Edit after Richard's post:
this was my point.
If you choose to let you be prone to your aspects, this is a player's choice.

And, I can't help to stress this point, it's an aesthetic choice which must be made in advance by the whole group.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tedronai on March 03, 2011, 02:30:46 AM
Along the lines of "There's No Such Thing As A Free Lunch":
If you take an Aspect of "Kicking Ass and Chewing Bubblegum, and I'm All Out of Gum" then it will help you in fight after fight, but when that idiot pushes your buttons why shouldn't you be compelled to put him into his place?

The appropriate Compel in such an instance is not: "and now you punch the guy in the face, and that will lead to Bad Things (tm)"
it is: "you really want to punch that guy in the face, but doing so would lead to Bad Things (tm)"

Assuming the Compel is not bought out of, the character can punch the guy in the face and then suffer the Bad Things (tm), or they can take some inconvenient measures to deal with their violent impulses (like having to walk out of an important meeting before you lose control of your emotions, but in so doing insulting the people you were trying to win over)
Title: Re: Compels, Accidental Killings and the 1st law
Post by: luminos on March 03, 2011, 03:01:49 AM
The example compel really isn't that bad.  I can easily see a situation where a player could be compelled to flat out let the bad guy get away, no alternatives.  This compel is even better though, because it explicitly calls out the possibility of the player making his final action stopping the bad guy, even though it costs him his character.  It's a normal compel with extra options stated up front.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tedronai on March 03, 2011, 03:08:17 AM
I can easily see a situation where a player could be compelled to flat out let the bad guy get away, no alternatives.
(bolding added)

Like what?

(and be sure not to make it a situation of the GM simply using a 'because I said so', as that's not a reasonable argument; the response to a GM using 'because I said so' even once too often is the player expressing his/her opinion with his/her feet)
Title: Re: Compels, Accidental Killings and the 1st law
Post by: UmbraLux on March 03, 2011, 03:41:18 AM
..it's an aesthetic choice which must be made in advance by the whole group.
This!

-----
Four points worth considering when your group decides how to treat it:
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Richard_Chilton on March 03, 2011, 03:44:08 AM
Looking at the books, there are several times when Dresden makes "stupid" decisions that feel like compels.

Like how he no choice but to take the money to investigate Lilly's disappearance in Summer Knight.  That was clearly a compel of his "broke" Aspect that the GM used to advance the story.

Having no alternative...  That's rarely the case.  It's just that the alternative looks so bad that it just might as well not exist.
"You have to let the bad guy go OR let the orphans burn in the magical fire you started.  If you let then you'll get the law breaker bit and the police will be looking for you for murder.  Your choice."

As for compels, if you really hate them then don't take Aspects that call on you to do the right thing at the right time.  Or save chips to buy them off.  If you've got the Aspect "defender of the weak" and you've been using it to win your fights then a compel of "You have to let the big bad guy get away while you help the girl tied to the alter" is an acceptable one.  Yes, it will mean fighting the big bad guy after he's rested and called up more minions, but you've defined yourself as defender of the weak and that girl needs you now.

It's like when a girl comes up to Dresden and says "Help me." and he says "Sure." and she says "But I'll only let you help me if you help my vampire boyfriend too.  Please Mr. Dresden, don't leave us here to die".  Dresden knows that he can barely get himself out, but he's got that Aspect and needs his chips (or is out of them), so he does what he can to save the girl and her vampire lover.  

Richard
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Ala Alba on March 03, 2011, 04:15:00 AM
Exactly, Richard.

In any case, it's not only fair for GMs to compel players that are out of fate points, I'd say it should be expected. After all, how else are you going to get more fate points? Just wait until the next refresh? In the OP's example, the compel is not "save the thugs and you cannot buy out of it unless you want a lawbreaker". It means that if you do buy out of the compel, the thugs are no longer in danger of dying. This complicates things for the player, makes things more interesting, etc.

Sorry if I'm not being very coherent, but basically if you have an aspect on your character sheet, especially if you choose that aspect yourself, it's completely fair game to be compelled, no matter how many fate points you have at the moment. Now, you're right that a compel shouldn't necessarily result in your character being unplayable... but sometimes it could. A changeling could be compelled to choose his fairy side and save the day, or something. Now, unless you've warned the players ahead of time that certain actions will result in certain compels, you probably shouldn't compel a player with no fate points to lose their character. But if you have warned them, and they still do it anyway, they are implicitly giving their consent to have that compel given to them.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tedronai on March 03, 2011, 04:22:15 AM
Looking at the books, there are several times when Dresden makes "stupid" decisions that feel like compels.

Like how he no choice but to take the money to investigate Lilly's disappearance in Summer Knight.  That was clearly a compel of his "broke" Aspect that the GM used to advance the story.

The compel there, is 'this is probably a bad idea, but you're flat broke, and would like to keep eating', NOT 'do this or else'
Harry COULD have turned it down, and found some other way to earn money.  He's bent his rules with regard to 'No love potions...or other entertainment' before.
Harry's player accepted the Compel (likely seeing it as the plot hook it was, or just being starved for fate points like most wizards), and narrated the situation as Harry not seeing any other option.


Having no alternative...  That's rarely the case.  It's just that the alternative looks so bad that it just might as well not exist.
"You have to let the bad guy go OR let the orphans burn in the magical fire you started.  If you let then you'll get the law breaker bit and the police will be looking for you for murder.  Your choice."

The Compel, there, assuming it's against one of the character's aspects, and not a scene aspect created from fallout, is the STARTING of the fire, not the choice between letting the bad guy go and saving the orphans.  And even if it's a scene aspect, a more appropriate Compel isn't a dichotomous choice, but simply a statement of the situation: 'the building is on fire, and if something isn't done, the orphans will die (a result of the character's use of magic that would earn Lawbreaker), but the bad guy is about to get away'.
That, at least, leaves room for creative solutions, like a spell that sucks enough heat out of the building to extinguish the flames, redirecting it into a pillar of flame straight up into the sky that will attract all kinds of attention, and would likely require enough shifts of power that the character will have to take a consequence or two (one for channelling that many shifts, and quite possibly another in backlash), but would allow them to at least have a fighting chance with regards to chasing down the bad guy.

Straight-up dichotomies are almost exclusively bad ideas in collaborative storytelling (ie pen+paper rpgs)


As for compels, if you really hate them then don't take Aspects that call on you to do the right thing at the right time.  Or save chips to buy them off.  If you've got the Aspect "defender of the weak" and you've been using it to win your fights then a compel of "You have to let the big bad guy get away while you help the girl tied to the alter" is an acceptable one.  Yes, it will mean fighting the big bad guy after he's rested and called up more minions, but you've defined yourself as defender of the weak and that girl needs you now.

It's like when a girl comes up to Dresden and says "Help me." and he says "Sure." and she says "But I'll only let you help me if you help my vampire boyfriend too.  Please Mr. Dresden, don't leave us here to die".  Dresden knows that he can barely get himself out, but he's got that Aspect and needs his chips (or is out of them), so he does what he can to save the girl and her vampire lover.  

Richard

Again.  DICHOTOMIES ARE BAD.  Be more creative.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: luminos on March 03, 2011, 05:22:41 AM
(bolding added)

Like what?


Like if the hypothetical player has the aspect "Always lets the bad guy get away".  Thats a blunt scenario, but if you refine the situation enough, you can easily get circumstances where less obvious aspects can be compelled towards the effect of the bad guy getting away.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tedronai on March 03, 2011, 05:32:08 AM
Like if the hypothetical player has the aspect "Always lets the bad guy get away".
 

Granted.
Got anything that's not explicitly contrived to exclusively suit your premise?

(roughly generalizing your premise to 'single-option, no-alternative compels are commonly reasonable' because I'm a nice person and won't make you try to tailor absolutely anything you might come up with to 'bad guy gets away')


Thats a blunt scenario, but if you refine the situation enough, you can easily get circumstances where less obvious aspects can be compelled towards the effect of the bad guy getting away.

'Towards the effect of' is a far cry from 'with the only meaningful option of'
Title: Re: Compels, Accidental Killings and the 1st law
Post by: luminos on March 03, 2011, 05:33:48 AM
My premise is that the compel exists as potentially valid.  That means that I get to be as contrived as I want to in order to prove it.  You are the one who has to show beyond doubt that such situations cannot exist, as you are the one asserting the universal negative.

And when I stated 'towards the effect of', that meant that regardless of the specific actions the player took to fulfill the compel, the effect of those actions would be to let the bad guy get away.  I did not say it as a way of meaning 'something like' or 'vaguely resembling'.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tedronai on March 03, 2011, 06:14:35 AM
In that light, perhaps you'd be so kind as to allow me to clarify my position?

In any but the most contrived or obscure scenarios, a dichotomous Compel is unnecessary, unproductive as compared to other options, and just generally a BAD IDEA.


(traveling TOWARDS a destination is not the same as traveling TO a destination, ie. it does not necessarily result in you ending up AT that destination; perhaps a subtle distinction, but you see how such semantics change the meaning of a sentence, yes?)
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Richard_Chilton on March 03, 2011, 08:33:10 AM
Again.  DICHOTOMIES ARE BAD.  Be more creative.

Um, that scene I paraphrased is in Grave Peril, when Justine forced Harry to help Thomas and her escape.  I thought it was creative when I read it.

Harry has flaws (which makes him an interesting character) and in the RPG those flaws are linked to Aspects.  He often has to choose between either or choices and often the choice he makes is because of his flaws.  Harry is putty in the hands of a damsel in distress.  He knows it, and that he's been exploited more than once, but each time some girl says "Oh help me Mr. Wizard" he falls for it - at least for a short time.

Justine isn't even the only girl who exploits him in that book.  Grave Peril starts off with someone (who uses a fake name) asking him for help and Dresden gives her his special "anti-spirit" charm that he really needs.  He knows he needs it, but a girl asked him for help so he gives it to her.   Sounds like a compel to me.

Richard
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Tallyrand on March 03, 2011, 09:42:24 AM
Looking at the books, there are several times when Dresden makes "stupid" decisions that feel like compels.

Like how he no choice but to take the money to investigate Lilly's disappearance in Summer Knight.  That was clearly a compel of his "broke" Aspect that the GM used to advance the story.

I agree that that is a compel, I don't agree that he had no choice or that a GM should leave him no choice.  There's a reason compels can be bought off, because the player is always supposed to have that option.  Were it game and had Harry tossed up a fate chip he may has simply said no to the job because he had some other side work that could make ends meet, otherwise he could have said that he was ok on money at the moment and taken the opportunity to put himself into a better bargaining position.

Quote
Having no alternative...  That's rarely the case.  It's just that the alternative looks so bad that it just might as well not exist.
"You have to let the bad guy go OR let the orphans burn in the magical fire you started.  If you let then you'll get the law breaker bit and the police will be looking for you for murder.  Your choice."


In a novel that's valid, in a game though the choice is not 'Get the bad man or save the poor orphans', it's 'Do you want to continue playing this character or not?' which is an entirely different creature at the gaming table.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Drachasor on March 03, 2011, 11:57:27 AM
Um, that scene I paraphrased is in Grave Peril, when Justine forced Harry to help Thomas and her escape.  I thought it was creative when I read it.

Harry has flaws (which makes him an interesting character) and in the RPG those flaws are linked to Aspects.  He often has to choose between either or choices and often the choice he makes is because of his flaws.  Harry is putty in the hands of a damsel in distress.  He knows it, and that he's been exploited more than once, but each time some girl says "Oh help me Mr. Wizard" he falls for it - at least for a short time.

Justine isn't even the only girl who exploits him in that book.  Grave Peril starts off with someone (who uses a fake name) asking him for help and Dresden gives her his special "anti-spirit" charm that he really needs.  He knows he needs it, but a girl asked him for help so he gives it to her.   Sounds like a compel to me.

Richard

Harry has multiple ways to help both girls.  He could have decided to screw Thomas and just help Justine despite her wishes.  He could have decided on driving the girl to the Church or doing any number of other things to get her to safety.  These are good compels, imho, because they provide multiple ways for the player to satisfy them.  A kind of bad compel, and possibly an aspect that isn't good, is one that only provides one way to satisfy it....generally speaking.  Granted nothing is perfect, but generally, I think, it is more interesting if a compel provides flexibility in satisfying it.  You probably can't get that ALL the time, but I think that can be achieved most of the time.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Bruce Coulson on March 03, 2011, 05:08:35 PM
A lot of this depends on how the group wants to play.  My take on the matter...

If there's no risk, then there's no drama, and it's not very interesting.  It should be possible for a character to accidentally kill someone, even if they're taking reasonable precautions, if they launch an attack.  Which is a great way to have the players look for alternative solutions if they'd prefer to avoid the risk of killing someone.  Mind you, as a GM, I warn players when the possibility exists of death.

I see Fate Points as a way to insure yourself against that risk, if the player feels the character would take the risk...but should succeed anyway.  (They don't want to have their character removed from play, they don't think the story for failure would be interesting, whatever.)  I'm fine with that, too.

Stories require conflict, they require drama.  A character that will always succeed when the chips are down is fun for a while...but becomes boring.  Even if there is no risk, the player should have the feeling that there is.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: sjksprocket on March 04, 2011, 05:35:15 PM
I would personally never tell a player "do this action or lose you're character". That being said, can it be done? Sure. Should it be done? I'd say it's up to you. I think it's a bit of an (expletive) move. But not everyone sees it that way.

On the other hand though, where I might not force the situation, if a player comes to that situation and chooses the option to lose his character, I will accept it. It was the players choice.

If the player comes to that situation (Do this or lose you're character) and chooses the lose character option, but doesn't want to lose the character I would probably try to give him another way out. Only if the player would keep pushing the issue would I say "Okay, you have left several people to die, you have made other really bad decisions, your option is to make said decision or take lawbreaker".

For me and my campaign I would not plan on having any do or die situations. and if they come up I would try to come up with a third option. "It looks like he will get away, but you have a chance to injure him to put an aspect on him for future encounters". Something like this IMO would lessen the sting of this sort of situation. But like I said I don't like this sort of thing to begin with, but that's me.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: zenten on March 04, 2011, 05:52:22 PM
I'm inclined to warn a wizard's player that their 1 refresh character is in danger from NPCdom due to Lawbreaker the moment they make a 1 refresh wizard.  The same would go for a Changeling.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: bitterpill on March 04, 2011, 06:44:01 PM
I have allways wondered if you never knew you killed someone with magic and had no intent to kill anybody with magic when you used it and the white council never found out would this still give you the lawbreaker stunt would your soul be tainted by something you didn't even know about.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Bruce Coulson on March 04, 2011, 06:45:45 PM
That seems a bit unfair.  1-Refresh characters are supposed to be challenging, but not doomed.

Warning a player ahead of time that the character he/she wants to play is going to be in danger of becoming an NPC seems confrontational.

As long as the player(s) understand the basic rules, game concepts and conceits, and the general table understanding of the campaign, I don't see any reason to hammer home those points.

Perhaps I've been fortunate in getting mature players who like the books and want to play in that style.  A Wizard in my campaign went to some pains to make sure a self-taught Sorceror knew the Laws so that later, if there were any problems, it wouldn't be on his conscience.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: DFJunkie on March 04, 2011, 06:46:08 PM
Quote
I have allways wondered if you never knew you killed someone with magic and had no intent to kill anybody with magic when you used it and the white council never found out would this still give you the lawbreaker stunt would your soul be tainted by something so external to you?  
Yes, absolutely.  The Lawbreaker power is always applied when a mortal practitioner breaks one of the Laws.  Whether or not the WC discovers the transgression and sends in the Wardens is an entirely separate issue.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: bitterpill on March 04, 2011, 06:54:12 PM
My question was more about if a character never knew he had killed someone (and never found out) and had no reason to suspect that his actions would lead to death. So would he be tainted by something he never even knew about on a conscious level, something completely isolated from both his knowledge and intentions?
Title: Re: Compels, Accidental Killings and the 1st law
Post by: DFJunkie on March 04, 2011, 06:59:09 PM
Well Jim has stated a couple times that intentions don't matter, outcomes do, so I'd say yes.  Lawbreaker does seem to be imposed by something external.  So if (for instance) a blast of fire went through a RCV, through a wall, and vaporized someone's toddler the spellcaster in question would get the Lawbreaker power.  Admittedly, the player would have to know, but it's possible that the character never would.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Wolfwood2 on March 04, 2011, 07:30:49 PM
Ultimately something like this could turn into a showdown at the table.

REFEREE: Take the Lawbreaker stunt.

PLAYER: I refuse.

Then the rest of the players start offering their opinion, and somebody gives or the game breaks up.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: DFJunkie on March 04, 2011, 07:41:54 PM
Wait, you mean if a GM were to simply impose that outcome on a player without offering the player a choice, or even a warning with the option to let the spell fizzle?  That would be just absurdly high-handed.  The appropriate response would be for the entire group to quit on the spot.

I thought this was some hypothetical scenario, or for someone's PC background.  You know, a character that's just strangely good at killing things, and isn't sure why.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: bitterpill on March 04, 2011, 07:45:48 PM
Wait, you mean if a GM were to simply impose that outcome on a player without offering the player a choice, or even a warning with the option to let the spell fizzle?  That would be just absurdly high-handed.  The appropriate response would be for the entire group to quit on the spot.

I thought this was some hypothetical scenario, or for someone's PC background.  You know, a character that's just strangely good at killing things, and isn't sure why.

It was, it was me proving to myself to a large extent the rules of magic are arbitary and random but then so is life so I can't really complain.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: DFJunkie on March 04, 2011, 07:55:24 PM
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It was, it was me proving to myself to a large extent the rules of magic are arbitary and random but then so is life so I can't really complain.

Or maybe they're neither arbitrary nor random.  Maybe Harry is wrong, and magic is derived from an essentially corrupting, evil source and only strict adherence to certain laws prevents that evil from influencing the caster to it's own diabolical ends. 
Title: Re: Compels, Accidental Killings and the 1st law
Post by: sjksprocket on March 04, 2011, 08:11:35 PM
But if that's the case Harry would have at least law break two or higher. He would have LB 1 for killing Justin then +1 for every person he killed when he blew up Bianca's mansion. On a number of occasions Jim Butcher writes in several of his books that Harry does not know if he killed anyone when he blasted the mansion But they found remains of a number of human bodies. And yes there where human remains, besides the RCV remains. Harry doesn't know if he killed them or if they where already dead. If someone wants to play with the laws of magic as completely black or white, with nothing in between feel free, but I'm not because it doesn't appear to be. Just look at the countless arguments on this board.

If I came into a situation where I had no idea it was "Do this one option or die" and the GM knew about it and didn't forewarn me, or they didn't know it would happen and they didn't bother with another potential outcome, I wouldn't be all that happy about it.

Wait, you mean if a GM were to simply impose that outcome on a player without offering the player a choice, or even a warning with the option to let the spell fizzle?  That would be just absurdly high-handed.  The appropriate response would be for the entire group to quit on the spot.

I would quit. But yet again if that's how someone else wants to play that's fine. Just talk with your group before you start playing to warn them that this possibility could arise. If everyone around the table knows this can happen and is okay with it, I'd say run with it. But not all player (including me) might like this.

An unhappy player does not make good narration. just make sure all the players are on the same page. And that should be standard for all campaigns. Unfortunately it isn't. I can't tell you haw many game I've played that just fell apart because people had different expectations, or just simply didn't know what was going on.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: bitterpill on March 04, 2011, 08:30:40 PM
In the core book in the lawbreaker section it says that you gain lawbreaker when you choose to break one of the laws (the corupting bit where you use you identity as weapon and blacken yourself) this would mean accord to system mechanics non-intentional breakage of the law would not give you the stunt.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: DFJunkie on March 04, 2011, 08:32:06 PM
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But if that's the case Harry would have at least law break two or higher.
Only if he actually killed people at the party.

Look, my theory is just that, a theory, and under my theory Harry would not have been able to kill those people.  

However, I do not find the idea that the laws just exist arbitrarily and randomly likely at all.  Jim has put a lot of thought into the series, and from what I understand of the way that Evil Hat came up with the books Jim had a lot of input.  I doubt that the implementation of the Laws is particularly divergent from the way he envisions them working.

Alternatively, harm caused by magic is "fed back" to the caster via the sympathetic link between caster and target, so even if the caster is unaware of the effects of his or her actions the metaphysical repercussions still find their way back.  If the victim of the action is too alien (non-human) there is no real resonance, and no lasting effect to the caster.

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In the core book in the lawbreaker section it says that you gain lawbreaker when you choose to break one of the laws
The "choose" might refer to the player.  I'd have to read the section to be sure.  I'll check WoJ over the weekend, but I'm pretty sure he was clear that causing a death with magic makes one a Lawbreaker, intent doesn't enter into it.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: bitterpill on March 04, 2011, 08:36:42 PM
Quote from: your story
Whenever you choose to break one of the
Laws of Magic, you’re crossing a very real line.
By taking such an action, you’ve altered your
self-image and your beliefs—the very basis of
you—to be the sort of person who breaks that
Law. Often, once you do that, there’s no turning
back.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: DFJunkie on March 04, 2011, 08:41:25 PM
Remember the central conceit of the game is that it's being designed by Billy the Werewolf to be run by Kirby the Werewolf, with Bob and Harry as consultants.

It's going to reflect Harry's views of magic, with some attempts by Bob and Billy to attain some sort of objectivity.

I would love to play The Cowl Chronicles: Will to Power.  

It has only one volume, called My World.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: sjksprocket on March 04, 2011, 08:43:29 PM
Only if he actually killed people at the party.

Look, my theory is just that, a theory, and under my theory Harry would not have been able to kill those people.  

However, I do not find the idea that the laws just exist arbitrarily and randomly likely at all.  Jim has put a lot of thought into the series, and from what I understand of the way that Evil Hat came up with the books Jim had a lot of input.  I doubt that the implementation of the Laws is particularly divergent from the way he envisions them working.

Alternatively, harm caused by magic is "fed back" to the caster via the sympathetic link between caster and target, so even if the caster is unaware of the effects of his or her actions the metaphysical repercussions still find their way back.  If the victim of the action is too alien (non-human) there is no real resonance, and no lasting effect to the caster.
The "choose" might refer to the player.  I'd have to read the section to be sure.  I'll check WoJ over the weekend, but I'm pretty sure he was clear that causing a death with magic makes one a Lawbreaker, intent doesn't enter into it.

I don't think my view of this is random or all that arbitrary. It is my interpretation of the series as well as the RPG that you have to choose to blacken your soul. Karma can still come back and bite you in the butt. I know that "the road to hell is paved in good intentions" but I think that karma can come back at you more ways than dooming you to burning for all eternity. That's why I'm saying it's a huge gray area, that has to be taken case by case, and can't be blanket statemented.

I think we might have to agree to disagree on this point.

Remember the central conceit of the game is that it's being designed by Billy the Werewolf to be run by Kirby the Werewolf, with Bob and Harry as consultants.

It's going to reflect Harry's views of magic, with some attempts by Bob and Billy to attain some sort of objectivity.

That's just the perspective that was used to make the book more interesting. It wasn't actually written by them in real life.
Title: Re: Compels, Accidental Killings and the 1st law
Post by: Bruce Coulson on March 04, 2011, 09:08:46 PM
I think Kumori's (?) perspective would be far more interesting...and troubling.

Cowl is, at heart, your standard megalomaniac rule the world kind of guy.

Kumori presented a more nuanced approach, and one that Harry didn't have a good answer for.  (Or perhaps, Harry didn't have reasons for his answer, whereas Kumori clearly had thought about the questions.)

It's easy to dismiss the guy who wants to rule the world no matter what; it's much harder to deal with someone who may be doing the wrong thing...but for good reasons.