Deleted
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Post by Deleted on May 10, 2012 15:53:17 GMT -8
Ryan Macklin has a wonderful blog article on Player-on-Player compels: ryanmacklin.com/2011/06/the-fate-pot/I've used this technique in my Dresden Files game, as well as several one-off to tremendous effect. It really does create a situation in which "5 GMs are better than 1." Joe H
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Post by Deleted on May 11, 2012 4:18:36 GMT -8
*grin* This reminds me of playing a FATE game at Gamicon. I learned about this kind of thing when the player next to me basically made a minor declaration that screwed up my life, and handed me one of her FATE points. At this point, the GM said, "Oh yeah, and you can also do this..." and explained that we could compel and declare on each other, and give the FATE points directly to the players. At which point, I took my pile of five FATE points, smacked them down in front of the player who had just done that to me, and said, "YOU GET SHOT IN THE FACE!" I was informed it didn't work that way. And don't worry, this was all in good fun. I meant it as a joke, they took it that way, we all laughed a lot. In fact, they're my friends now, and we still bring it up sometimes. --Pukka Tukka
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willh
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Post by willh on May 11, 2012 5:48:42 GMT -8
Technically the GM does all compels. When a player initiates a compel he invokes an aspect for effect, then the GM compels the character. This is really only important when a free tag is involved. The end result in this case would be the compel doesn't cost the initiating player anything and the target still gets a FATE point.
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Deleted
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Post by Deleted on May 11, 2012 10:53:28 GMT -8
When a player initiates a compel and receives a benefit for his character, then it comes out of his own FATE point pool. When they make a compel that complicates the story and does not benefit from it, what they are doing is suggesting to the GM that he should compel a character in such a way. GM still has final say over whether or not the compel is interesting and valid.
Again, FATE is a cooperative storytelling system. Why limit FATE-point generating to compels to one person who has the burden of not only setting forth obstacles for the players to overcome, but also then has to remember 7x# of players compels.
Why not enlist the very creative minds of your fellow players to make your job as a GM easier? That is also happens to increase player investment and buy-in to the story just makes it almost a no-brainer.
Joe H
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willh
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Post by willh on May 11, 2012 12:21:10 GMT -8
Actually when a player initiates a compel he invokes an aspect for effect and gives the FATE point to the GM, or uses a free tag if one is available. Now a compel is in play, and the initiating player is no longer part of the equation. The GM then offers a FP to the target. Maybe he accepts it. Maybe he buys it off. Maybe he negotiates with the GM for a slightly different compel. The player gets the ball rolling by invoking the aspect, but the actual compel mechanism is between the GM and target.
Everyone can, and should suggest compels. You're right there, and I never suggested otherwise.
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willh
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Post by willh on May 11, 2012 12:47:35 GMT -8
I just realized there might be some confusion. I was responding to Pukkatuka's post that was about a "regular" FATE game. My comment was about how the rules normally work. The FATE Pot is a rules drift that does transfer or share the compel directly to the players. It is an awesome variant.
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