Ovinomancer
No flips for you!
It always seems to end up here, though.This sort of rude condescension is utterly uncalled for, Saelorn.
It always seems to end up here, though.This sort of rude condescension is utterly uncalled for, Saelorn.
GM: "Then why did you select 'Insatiable Kleptomaniac' as the Trouble for your character?"
How is the GM taking control of your character? If you have Fate points, you can spend a Fate point to reject the complication. If you want the Fate point, you are accepting the complication presented to you, and you get the Fate point. If you want to steal, then you are accepting the complication presented to you, and you still get the Fate point. D&D has far more readily available ways for the GM to remove player agency than anything that Fate offers.
What you're saying is that you have a poor imagination...
IMHO, that's the fun thing about Fate. You can write your character Aspects in a wide variety of ways, and the language of these Aspects impacts the interpretation of the character and their subsequent story complications.The aspect could be something like "Likes glittery things", too. Or the character is a hypocrite.
IMHO, that's the fun thing about Fate. You can write your character Aspects in a wide variety of ways, and the language of these Aspects impacts the interpretation of the character and their subsequent story complications.
I have looked briefly into Strands of Fate and heard good things about it. However, I find that the more elaborate Fate becomes, the more difficult it becomes for me to grok. But blessed be those who enjoy it, for gaming should be fun.I like FATE games though truth be told I've used and will likely to continue to use older variations more frequently than newer. I own Dresden Files, but the only games I've run and played in are based on Strands of FATE.
I think I'd rather have the dice make that determination than have the GM make it because he couldn't think of anything "cooler" than taking control of my character.
You can also negotiate a compel with the GM, especially if you believe that the nature of the compel is out-of-character or is incongruent with the wording/intent of the Aspect. This is even discussed in the Fate-SRD:You do realise that in Fate you can refuse a compel? It's not the GM making the determination - it's the player who is deciding whether it's worth accepting.
And also later:In order to compel an aspect, explain why the aspect is relevant, and then make an offer as to what the complication is. You can negotiate the terms of the complication a bit, until you reach a reasonable consensus.
Consent as part of the social contract of gaming is kinda a HUGE part of Fate.GMs, remember that a player is ultimately responsible for everything that the character says and does. you can offer decision-based compels, but if the player doesn’t feel like the decision is one that the character would make, don’t force the issue by charging a fate point. instead, negotiate the terms of the compel until you find a decision the player is comfortable making, and a complication that chains from that decision instead. if you can’t agree on something, drop it.
You do realize that it's usually the GM who decides to compel, yes? And that if the player wants to refuse the compel, he pays a cost to do so? It contains elements of bribery, extortion, and the GM hijacking the player's character.You do realise that in Fate you can refuse a compel? It's not the GM making the determination - it's the player who is deciding whether it's worth accepting.