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General Tabletop Discussion
*Pathfinder & Starfinder
Purple Index Cards: On-the-Fly Setting and Plot Collaboration
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<blockquote data-quote="Kelvor Ravenstar" data-source="post: 5668191" data-attributes="member: 33291"><p>Update from my game last night: the players like the split combat/drama decks, and I had a little flash of inspiration. I already knew that these cards were a substitute for the mechanics of fate points in the FATE based rpgs, they reward players (with xp or combat bonuses) for extra description and roleplaying, or for putting their characters in more trouble, all under their control for the majority. What I was missing from FATE were compels.</p><p></p><p>In FATE, characters have Aspects; words or phrases that describe their character and the sort of story they want their PC to be involved in. The GM may offer a bribe of a Fate point to the player to get the PC in deeper trouble. When they trigger off a PC's aspects, the bribes are called Compels. </p><p></p><p>So last night during my game one of my players said "Wouldn't it be funny if I ..." and I immediately said, "Well if you do that, I'll give you a free draw from both decks." I think in the future I'll be offering more bribes like this, to players that I know would like more cards, but aren't as likely to play the cards they have that would cause more complications or damage them in some way.</p><p></p><p>These cards altogether are very similar to FATE mechanics, but more structured than Fate points, and couched in more gamist terms. The combination of them with D&D I have found is more satisfying to me than just playing FATE (mostly Dresden Files for my groups of players), as my players weren't all that narrativist, and I was usually very frustrated with the conflicts in FATE.</p></blockquote><p></p>
[QUOTE="Kelvor Ravenstar, post: 5668191, member: 33291"] Update from my game last night: the players like the split combat/drama decks, and I had a little flash of inspiration. I already knew that these cards were a substitute for the mechanics of fate points in the FATE based rpgs, they reward players (with xp or combat bonuses) for extra description and roleplaying, or for putting their characters in more trouble, all under their control for the majority. What I was missing from FATE were compels. In FATE, characters have Aspects; words or phrases that describe their character and the sort of story they want their PC to be involved in. The GM may offer a bribe of a Fate point to the player to get the PC in deeper trouble. When they trigger off a PC's aspects, the bribes are called Compels. So last night during my game one of my players said "Wouldn't it be funny if I ..." and I immediately said, "Well if you do that, I'll give you a free draw from both decks." I think in the future I'll be offering more bribes like this, to players that I know would like more cards, but aren't as likely to play the cards they have that would cause more complications or damage them in some way. These cards altogether are very similar to FATE mechanics, but more structured than Fate points, and couched in more gamist terms. The combination of them with D&D I have found is more satisfying to me than just playing FATE (mostly Dresden Files for my groups of players), as my players weren't all that narrativist, and I was usually very frustrated with the conflicts in FATE. [/QUOTE]
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Purple Index Cards: On-the-Fly Setting and Plot Collaboration
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