frozenscv
Initiate Douchebag
... Yeah... My name's John Sextro...
Posts: 34
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Post by frozenscv on May 1, 2013 8:37:43 GMT -8
Hey I'm planning on throwing myself off the deep end with Dresden files Fate. [Wanting to run one for my home group, and possibly at a con, Diecon for those interested]. Well, I read through the compel rules and characters get two options.
1. Accept the compel and let things become a disadvantage. 2. Spend a fate point to ignore the compel
Alright this is all well and good and great for story but I have a small problem.
For players that are used to, say a d20 system, and the currently don't have fate points, according to the rules, as far as I can tell, they are forced to accept the compel and the story moves on. I can see some players getting very butt hurt over this. Any suggestions for dealing with the situation, or players for that matter.
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Post by Houndin on May 1, 2013 12:22:45 GMT -8
Well, my understanding of fate based systems (CORE and FAE specifically) is that during character gen you should save 2-3 refresh instead of buying stunts so you start each session with at least some fate points. Kind of like how in Savage worlds you start with 3 bennies every session, except that if you end the previous session with more than your refresh you get to keep them.
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Deleted
Deleted Member
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Post by Deleted on May 1, 2013 13:04:30 GMT -8
Players must start the game with a refresh of at least 1, meaning they have at least one FATE point at the start of each session. Personally I don't let my players start with a refresh of less then three, this gives them some options up front and makes sure the game doesn't get bogged down because they are afraid to spend that lone FATE point. Also without FATE points they can't invoke their aspects and accepting compels are the only way you get more FATE points.
FATE points act as your balancing mechanic. Every time the GM compels a player and they accept they gain a FATE point that they can then use to do cool stuff or prevent a future compel. They keep the action and drama going by constantly shifting the story as you and your players spend them.
Explain what FATE points are, what you spend them on, and how you get more, to they players before the game starts. Also you have to make sure your players understand that FATE is completely different from something like a d20 game. Everything is fast and furious, combat is narrative rather then the dice rolling grind fest of most d20 systems.
It does tend to be a hard thing for alot of RPG players to get a handle on at first, but if they are getting butthurt because they have to accept a compel I think the problem will have less to do with the system then with what the player wants out of the game.
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Post by greatwyrm on May 1, 2013 15:09:33 GMT -8
For players that are used to, say a d20 system, and the currently don't have fate points, according to the rules, as far as I can tell, they are forced to accept the compel and the story moves on. I can see some players getting very butt hurt over this. Any suggestions for dealing with the situation, or players for that matter. That's pretty much how it works, but that's also how it emulates the fiction. Sometimes bad crap just happens to Harry and he can't do anything about it until later. I heard Fred Hicks explain it once that if you look at most Dresden stories, Harry gets the crap kicked out of him for a while (getting fate points in the process), pulls off something huge at the end (spending his fate points), and sometimes something crappy happens anyway (because he should have saved one more). It's also how they illustrate the nature vs free-will. The more power you have, the fewer fate points you get. That makes you more of a slave to your limits and aspects.
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Post by shadrack on May 1, 2013 17:22:14 GMT -8
INCREDIBLE COSMIC POWER!!!
itty bitty living space.
Just like the genie in the lamp, real heavy hitters in Dresden are very confined by their natures (aspects).
But yeah, you'll find in the Dresden books that PCs are required to have a refresh of at least one. And if their refresh goes to 0 (without some serious discussions with the GM) they hit NPC town.
** note: refresh going to zero is not the same as not having any fate points. For example if a wizard character breaks one of the laws of magic. Boom! they must take a stunt , lawbreaker, I believe, which could drop them to zero refresh. (assuming they started with only 1).
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frozenscv
Initiate Douchebag
... Yeah... My name's John Sextro...
Posts: 34
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Post by frozenscv on May 17, 2013 19:26:31 GMT -8
Alright this may be a late reply but thanks guys, basically just got to yell at them
THIS IS A DIFFERENT GAME BY THE WAY, YOU WILL HAVE FUN ANYWAYS SO JUST GO WITH IT
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