Started by Erik Weissengruber, January 07, 2011, 01:04:55 PM
QuoteAspect is Greedy.1.) A crime boss offers you money to sell out your friends. 2.) You sell out your friends for the money.3.) As a result of this, your home base gets destroyed. (And probably, your friends are pissed at you, but they're PCs too, so that's for them to decide.)or1.) A crime boss offers you money to sell out your friends.2.) You want the money, so you give him false information.3.) As a result of this, he discovers the deception and puts a price on your head so large every bounty hunter within 1,000 miles wants to kill you.
Quote from: jburneko on January 27, 2011, 03:13:55 PMMy problem is that despite all the advice I find Aspects to be anemic in terms of scenario prep ...The one Aspect in Dresden that you'd think would be the "meatiest" is the Trouble aspect. The problem with the Trouble Aspect (in addition to the general lack of concretes mentioned above) is that it isn't intended to be a right here, right now crisis point for the character. In other words, Trouble is NOT intended to be the thing "at stake" at the heart of any given scenario such that the player would basically have to re-write his Trouble from scenario-to-scenario as each one fully and completely resolve the Trouble one way or another. ...If you're listening to AP, AP regularly this is the primary reason we play other things between Dresden scenarios. It takes me the better part of a month to let a really good scenario "brew" in my brain until I can fine tune it.
Quote from: Ron Edwards on January 27, 2011, 03:45:08 PMTrouble appears to be synonymous with the Melodramatic Hook from Feng Shui, practically verbatim - itself a formalized version of how some groups applied Dependent Non-Player Character or other situational disadvantages in Champions.
Quote from: jburneko on January 27, 2011, 05:28:08 PM... the game is rooted in episodic semi-serialized fiction ... at best Trouble is supposed to work like I imagine Issues in PtA working if you were NOT playing in an HBO or FX mode. Assuming a highly episodic, threat-of-the-week structure, an Issue could be viewed as something to be positioned relative to that threat. .
QuoteI'd suggest that the correct tactical play compel is not "I make you lose an action"; it's "I reduce your list of options." So I could see a compel taking away the ability to move, or to block, or to attack, or to maneuver in a highly tactical set-up, where you're using Fate as your engine for something boardgame/wargame-like; and I'd regard that as more like the good compels, because they don't eliminate the ability to do anything, they limit the choices of what to do ... which could force someone to change up their tactics. That's a more interesting story, there, than "and then they were paralyzed". But rooted to the spot, fighting for their lives? Forced to abandon the attack and try for a tactical retreat? That's got me.
Quote from: Erik Weissengruber on January 26, 2011, 10:59:13 AMDiaspora has a very satisfying "I'm not deprotagonizing your PC, I'm saying at this moment he or she is flummoxed/outgunned/lust-besotted/out of ammo" approach. And it bolts Compels into the resolution mechanic, and not just in the scene framing, free roleplay parts of the game.