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Unwritten: System Reference Document/Aspects and Fate Points
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===Types of Compels=== 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. ====Events==== 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. As you’ll see with decision-based compels, the real mileage is in the complication itself. Without that, you don’t really have anything worth focusing on—the fact that the PCs continually have complicated and dramatic things happen to them is, well, exactly what makes them PCs in the first place. GMs, event-based compels are your opportunity to party. You’re expected to control the world around the PCs, so having that world react to them in an unexpected way is pretty much part and parcel of your job description. Players, event-based compels are great for you. You get rewarded simply by being there—how much more awesome can you get? You might have a difficult time justifying an event-based compel yourself, as it requires you to assert control over an element of the game that you typically aren’t in charge of. Feel free to propose an event-based compel, but remember that the GM has the final say on controlling the game world and may veto you if she has something else in mind. ====Decisions==== A decision is a kind of compel that is internal to the character. It happens because of a decision they make. It looks like this: You have ____ aspect in ____ situation, so it makes sense that you’d decide to ____. This goes wrong when ____ happens. So the real dramatic impact from these kinds of compels is not what decision the character makes, most of the time—it’s how things go wrong. Before something goes wrong, the first sentence could be a prelude to making a skill roll or simply a matter of roleplaying. The complication that the decision creates is really what makes it a compel. The decision part should be self-evident, and something a player might have been thinking about doing anyway. The same goes for players trying to compel NPCs or each other’s PCs—make sure you have a strong mutual understanding of what that NPC or other character might do before proposing the compel. Players, if you need fate points, this is a really good way of getting them. If you propose a decision-based compel for your character to the GM, then what you’re basically asking is for something you’re about to do to go wrong somehow. You don’t even have to have a complication in mind—simply signaling the GM should be enough to start a conversation. GMs, as long as the compel isn’t weak (as in, as long as there’s a good, juicy complication), you should go with this. If the compel is weak, poll the rest of the group for ideas until something more substantial sticks.
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