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Help me understand & find the fun in OC/neo-trad play...
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<blockquote data-quote="tetrasodium" data-source="post: 9359459" data-attributes="member: 93670"><p>Barring trouble and consequence aspects or playing against HC Most compels are self compels (for the easy fate points), compelling a player tends to come up when there is something they didn't know about or forgot.</p><p></p><p> Where aspects really shine is in motivation and building off existing elements/events.</p><p>I think that it was strong or maybe Fred Hick's blog that had an example of the players infiltrating a business after hours to steal a macguffin but getting in a fight where a macguffin endangering fire starts. Over the course of trying to get the fire under control the bbeg escapes and the players use the after hours corp office aspect of the building to invoke/declare a janitor's full mop bucket into the hallway to help them with the fire. Later the bbeg is cornered in the building but spends a fate point to declare the (now hostage) janitor into existence in order to I forget (escape or recover his macguffin) by compelling against one of the paladin's aspects.</p><p></p><p>Guy from how to be a great gm has a great video about "ogas" that is basically just apply fate aspects to d&d NPCs too. That video has several great examples of how they can be used in play</p><p>[MEDIA=youtube]RzWXuy8QWgI[/MEDIA]</p><p></p><p>When it comes to compels, Mearls even has a story about a compel type mechanic that was present in one of the early "proto 5e" play sessions in a genco(?) panel called 5 generations of d&d that was pretty good for getting into the why & what it adds to the game </p><p>edit: link to & quote of the mearls example in <a href="https://www.enworld.org/threads/do-you-plan-to-adopt-d-d5-5one2024redux.702682/post-9317066" target="_blank">this post</a></p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9359459, member: 93670"] Barring trouble and consequence aspects or playing against HC Most compels are self compels (for the easy fate points), compelling a player tends to come up when there is something they didn't know about or forgot. Where aspects really shine is in motivation and building off existing elements/events. I think that it was strong or maybe Fred Hick's blog that had an example of the players infiltrating a business after hours to steal a macguffin but getting in a fight where a macguffin endangering fire starts. Over the course of trying to get the fire under control the bbeg escapes and the players use the after hours corp office aspect of the building to invoke/declare a janitor's full mop bucket into the hallway to help them with the fire. Later the bbeg is cornered in the building but spends a fate point to declare the (now hostage) janitor into existence in order to I forget (escape or recover his macguffin) by compelling against one of the paladin's aspects. Guy from how to be a great gm has a great video about "ogas" that is basically just apply fate aspects to d&d NPCs too. That video has several great examples of how they can be used in play [MEDIA=youtube]RzWXuy8QWgI[/MEDIA] When it comes to compels, Mearls even has a story about a compel type mechanic that was present in one of the early "proto 5e" play sessions in a genco(?) panel called 5 generations of d&d that was pretty good for getting into the why & what it adds to the game edit: link to & quote of the mearls example in [URL='https://www.enworld.org/threads/do-you-plan-to-adopt-d-d5-5one2024redux.702682/post-9317066']this post[/URL] [/QUOTE]
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