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Explain FATE to me
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<blockquote data-quote="Sword of Spirit" data-source="post: 6251431" data-attributes="member: 6677017"><p>I was literally just going to start a topic asking about compels in Fate, and then I saw this topic. No need to start a new one, since it's right in line with the discussion.</p><p></p><p>I'm looking at the current versions of Fate Core and Fate Accelerated. It's worth noting that they don't use "tag" anymore. You can simply invoke or compel things beyond your own character.</p><p></p><p>I'm trying to figure out exactly how fate points flow in compels suggested regarding other players. </p><p></p><p>Now, I get invocations. Fate Accelerated cleared they up handily. If you are invoking another character's aspect <em>against</em> them, essentially PVP, then you hand them the fate point. If you aren't in conflict with them, you hand it to the GM, the same as if you had invoked your own aspect, or an aspect in the situation, etc.</p><p></p><p>But when it comes to compels the texts get weird. One the one hand they are telling you that anyone should feel free to suggest compels--with the implication that it is just a cool part of the shared storytelling.</p><p></p><p>But then they say that if you propose a compel on another player it always costs you a fate point. No distinction is made about whether you are using the compel against the player, or simply saying, "Hey Rob, maybe you could accept a compel on your <em>Cranky Old Drunk</em> aspect in this situation?" So, as written, it appears to say that if you ever open your mouth regarding what might be a cool compel on another character you have to dish out a fate point and the formal compel system, where the target must accept or reject the compel (by spending a point) turns on. It doesn't mention what happens to the fate point if they refuse the compel, but the implication would be that both points go to the GM. Regardless of where the points go, it seems to discourage collaborative storytelling.</p><p></p><p>It seems like how the rule <em>should</em> work, is that you can talk all you want, and you only have to spend a fate point if you are trying to use a compel <em>against</em> the other player (like an invocation), or trying to get him to do something that you think is really cool and he disagrees on.</p><p></p><p>Can anyone clear up the official rule on this? Again, I'm going with current Fate Core and Accelerated.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6251431, member: 6677017"] I was literally just going to start a topic asking about compels in Fate, and then I saw this topic. No need to start a new one, since it's right in line with the discussion. I'm looking at the current versions of Fate Core and Fate Accelerated. It's worth noting that they don't use "tag" anymore. You can simply invoke or compel things beyond your own character. I'm trying to figure out exactly how fate points flow in compels suggested regarding other players. Now, I get invocations. Fate Accelerated cleared they up handily. If you are invoking another character's aspect [I]against[/I] them, essentially PVP, then you hand them the fate point. If you aren't in conflict with them, you hand it to the GM, the same as if you had invoked your own aspect, or an aspect in the situation, etc. But when it comes to compels the texts get weird. One the one hand they are telling you that anyone should feel free to suggest compels--with the implication that it is just a cool part of the shared storytelling. But then they say that if you propose a compel on another player it always costs you a fate point. No distinction is made about whether you are using the compel against the player, or simply saying, "Hey Rob, maybe you could accept a compel on your [I]Cranky Old Drunk[/I] aspect in this situation?" So, as written, it appears to say that if you ever open your mouth regarding what might be a cool compel on another character you have to dish out a fate point and the formal compel system, where the target must accept or reject the compel (by spending a point) turns on. It doesn't mention what happens to the fate point if they refuse the compel, but the implication would be that both points go to the GM. Regardless of where the points go, it seems to discourage collaborative storytelling. It seems like how the rule [I]should[/I] work, is that you can talk all you want, and you only have to spend a fate point if you are trying to use a compel [I]against[/I] the other player (like an invocation), or trying to get him to do something that you think is really cool and he disagrees on. Can anyone clear up the official rule on this? Again, I'm going with current Fate Core and Accelerated. [/QUOTE]
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