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<blockquote data-quote="Umbran" data-source="post: 6373298" data-attributes="member: 177"><p>That... generally doesn't happen. If you picked up FATE Core, look at the section on Compels. I'll take my quotes from the FATE SRD:</p><p></p><p><em><strong>Types of Compels</strong></em></p><p><em>There are two major categories for what a compel looks like in the game: events and decisions. These are tools to help you figure out what a compel should look like and help break any mental blocks.</em></p><p><em></em></p><p><em><strong>Events</strong></em></p><p><em>An event-based compel happens to the character in spite of herself, when the world around her responds to a certain aspect in a certain way and creates a complicating circumstance. It looks like this:</em></p><p><em></em></p><p><em>You have ____ aspect and are in ____ situation, so it makes sense that, unfortunately, ____ would happen to you. Damn your luck.</em></p><p><em></em></p><p><em></em></p><p><em><strong>Decisions</strong></em></p><p><em>A decision is a kind of compel that is internal to the character. It happens because of a decision he makes, hence the name. It looks like this:</em></p><p><em></em></p><p><em>You have ____ aspect in ____ situation, so it makes sense that you’d decide to ____. This goes wrong when ____ happens.</em></p><p></p><p>So, as you see, the compel does not result in them having to role-play a disadvantage. The compel <em>results in something happening</em> that is a pain in the neck for the player/character.</p><p></p><p>Note, there are two things that can happen: </p><p>1) The player may be compelled: this results in a complication for the character, and a FATE point for the player from the GM's infinite pool</p><p>2) The Bad Guys may Tag a Player's aspect: This results in a bonus on the NPC's roll, and costs A FATE point from the NPC's pool which does *not* go to the Player.</p><p></p><p>An example: Assume the character has taken some stress and as a result has the Consequence: Twisted Ankle. A fight starts on a balcony.</p><p></p><p>The Bad Guy spends a FATE point, and tags the Twisted Ankle, to gain a +2 on his attempt to use punch the PC, using Fists skill.</p><p></p><p>The GM holds out a FATE Point to the player and says, "Gee, you have a Twisted Ankle, and are in a fistfight on a balcony. It makes sense that your ankle might give out at a critical moment, so you stumble over the edge of the balcony and are now clinging to the rail for dear life. Damn your luck."</p><p></p><p></p><p></p><p></p><p>If you are not giving out Fate points with compels, the Fate Point economy breaks down, and the Players cease being able to tag aspects to get bonuses or re-rolls. Basically, if you don't give the players a hard time by compelling them, they quickly run out of ability to be awesome. </p><p></p><p>As noted above, if you don't have compels, the health/consequences system also breaks down, and needs to be replaced.</p><p></p><p>Depending on the variant, some Stunts need Fate points to invoke - and without compels, you lose the resource to drive those stunts, and they need to be rewritten.</p><p></p><p>And so on - in FATE, those points are really the only expendable resource the players get - if you break the economy, all the things that you spend FATE points on has to be rewritten, replaced, or discarded.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6373298, member: 177"] That... generally doesn't happen. If you picked up FATE Core, look at the section on Compels. I'll take my quotes from the FATE SRD: [I][B]Types of Compels[/B] There are two major categories for what a compel looks like in the game: events and decisions. These are tools to help you figure out what a compel should look like and help break any mental blocks. [B]Events[/B] An event-based compel happens to the character in spite of herself, when the world around her responds to a certain aspect in a certain way and creates a complicating circumstance. It looks like this: You have ____ aspect and are in ____ situation, so it makes sense that, unfortunately, ____ would happen to you. Damn your luck. [B]Decisions[/B] A decision is a kind of compel that is internal to the character. It happens because of a decision he makes, hence the name. It looks like this: You have ____ aspect in ____ situation, so it makes sense that you’d decide to ____. This goes wrong when ____ happens.[/I] So, as you see, the compel does not result in them having to role-play a disadvantage. The compel [I]results in something happening[/I] that is a pain in the neck for the player/character. Note, there are two things that can happen: 1) The player may be compelled: this results in a complication for the character, and a FATE point for the player from the GM's infinite pool 2) The Bad Guys may Tag a Player's aspect: This results in a bonus on the NPC's roll, and costs A FATE point from the NPC's pool which does *not* go to the Player. An example: Assume the character has taken some stress and as a result has the Consequence: Twisted Ankle. A fight starts on a balcony. The Bad Guy spends a FATE point, and tags the Twisted Ankle, to gain a +2 on his attempt to use punch the PC, using Fists skill. The GM holds out a FATE Point to the player and says, "Gee, you have a Twisted Ankle, and are in a fistfight on a balcony. It makes sense that your ankle might give out at a critical moment, so you stumble over the edge of the balcony and are now clinging to the rail for dear life. Damn your luck." If you are not giving out Fate points with compels, the Fate Point economy breaks down, and the Players cease being able to tag aspects to get bonuses or re-rolls. Basically, if you don't give the players a hard time by compelling them, they quickly run out of ability to be awesome. As noted above, if you don't have compels, the health/consequences system also breaks down, and needs to be replaced. Depending on the variant, some Stunts need Fate points to invoke - and without compels, you lose the resource to drive those stunts, and they need to be rewritten. And so on - in FATE, those points are really the only expendable resource the players get - if you break the economy, all the things that you spend FATE points on has to be rewritten, replaced, or discarded. [/QUOTE]
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