Anonymous
Not logged in
Talk
Contributions
Create account
Log in
Guild of Archivists
Search
Editing
Unwritten: System Reference Document/Running the Game
(section)
From Guild of Archivists
Namespaces
Page
Discussion
More
More
Page actions
Read
Edit
Edit source
History
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Compels=== During the game, you should look for opportunities to compel the PCs’ aspects at the following times: * Whenever simply succeeding at a skill roll would be bland * Whenever any player has one or no fate points * Whenever someone tries to do something, and you immediately think of some aspect-related way it could go wrong Remember that there are essentially two types of compels in the game: decision-based, where something complicated occurs as a result of something a character does, and event-based, where something complicated occurs simply as a result of the character being in the wrong situation at the wrong time. Of the two, you’re going to get the most mileage out of event-based compels—it’s already your job to decide how the world responds to the PCs, so you have a lot of leeway to bring unfortunate coincidence into their lives. Most of the time, players are just going to accept you doing this with minimal negotiation. Decision-based compels are a little trickier. Try to refrain from suggesting decisions to the players, and focus on responding to their decisions with potential complications. It’s important that the players retain their sense of autonomy over what their PCs say and do, so you don’t want to dictate that to them. If the players are roleplaying their characters according to their aspects, it shouldn’t be hard to connect the complications you propose to one of them. During play, you’ll also need to make clear when a particular compel is “set”, meaning that there’s no backing out without paying a fate point. When players propose their own compels, this won’t come up, because they’re fishing for the point to begin with. When you propose them, you need to give the players room to negotiate with you over what the complication is, before you make a final decision. Be transparent about this—let them know when the negotiation phase has ended. ====Weak Compels==== In order for the compel mechanic to be effective, you have to take care that you’re proposing complications of sufficient dramatic weight. Stay away from superficial consequences that don’t really affect the character except to provide color for the scene. If you can’t think of an immediate, tangible way that the complication changes what’s going on in the game, you probably need to turn up the heat. If it doesn’t give someone a sinking feeling, you probably need to turn up the heat. It’s not good enough for someone to be angry at the PC—they get angry and they’re willing to do something about it in front of everyone. It’s not good enough for a business partner to cut them off—he cuts them off and tells the rest of his associates to blacklist them. Also, keep in mind that some players may tend to offer weak compels when they’re fishing for fate points, because they don’t really want to hose their character that badly. Feel free to push for something harder if their initial proposal doesn’t actually make the situation that much more dramatic. ====Encouraging Players to Compel==== With five aspects per PC, it’s prohibitively difficult for you to take the sole responsibility for compels at the table, because that’s a lot of stuff to remember and keep track of. You need the players to be invested in looking for moments to compel their own characters. Open-ended prompting can go a long way to this habit in your players. If you see an opportunity for a potential compel, instead of proposing it directly, ask a leading question instead. Let the player do the work of coming up with the complication and then pass the fate point along. Also remind the players that they can compel your NPCs, if they happen to know one of that NPC’s aspects. Do the same open-ended prompting when you’re about to have an NPC make a decision, and ask the players to fill in the blanks. Your main goal should be to enlist the players as partners in bringing the drama, rather than being the sole provider.
Summary:
Please note that all contributions to Guild of Archivists may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
GoArch:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation
Navigation
Main Page
Random page
Categories
All pages
Recent changes
Resources
D'ni dictionary
Reference material
Utilities
Community
Forums
Jalak Game Directory
Projects
Apocrypha
Unexplored Branches
All projects
Contribute
Stubs
Wanted
Cleanup
Dead ends
Image requested
Help
Help
Guide
Policies
Wiki tools
Wiki tools
Special pages
Page values
Page tools
Page tools
User page tools
More
What links here
Related changes
Page information
Page logs