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DFRPG / Re: Fate 3.0 Rules Questions Negative spin and Consequences
« on: July 12, 2010, 09:03:06 PM »
ok so as a GM would this example be fair,
A feet water student player that has no skill with guns picks up a revolve to try and shoot the homeless crazy attacking his friend. He has no skill in fire arms so skill counts as Mediocre (+0), the character roles his fate dice and gets -, -, -, -, ohh dear.
So he clearly fails he shoot the target however can I then as GM offer him a compel for a sticky aspect on the gun, yes a fate point but theres a problem with the gun.
The player can then decide that he will have another go be damned, try and check the gun, or do something else.
If the player then decides to shoot the gun again can i offer him a compel for the gun to explode in his hand as the second round has hit the first stuck round?
Does this sound right other people?
A feet water student player that has no skill with guns picks up a revolve to try and shoot the homeless crazy attacking his friend. He has no skill in fire arms so skill counts as Mediocre (+0), the character roles his fate dice and gets -, -, -, -, ohh dear.
So he clearly fails he shoot the target however can I then as GM offer him a compel for a sticky aspect on the gun, yes a fate point but theres a problem with the gun.
The player can then decide that he will have another go be damned, try and check the gun, or do something else.
If the player then decides to shoot the gun again can i offer him a compel for the gun to explode in his hand as the second round has hit the first stuck round?
Does this sound right other people?