[Diaspora] Some (FATE) rules questions

EDG edg at sfrpg.org.uk
Mon Mar 29 21:26:36 MDT 2010


So, Diaspora is the first time I've really run into FATE in any of its 
forms (as well as more narrativist gaming), and I'm getting a little 
stuck on some concepts. :)

I asked this on the SFRPG board but I'll ask it here too - I'm up to 
page 102 of the book and I'm still not really getting how Compels and 
the fate point economy work. I think I get how a player tagging his own 
aspect works - e.g. if someone was trying to fix a vehicle's engine 
during a firefight, and had the aspect "Works better under pressure" 
then he could tag that - spending a fate point to do so - when 
attempting his Repair roll and get a +2, right? (related question: What 
happens if he still fails the roll? Does that fate point he spent still 
get used?)

I get impression that Compels are a way for the GM to use a PC's aspects 
against them, in order to make life more "interesting" for them (and in 
order to give them an opportunity to gain a fate point). But presumably 
not every aspect can be Compelled right? It seems obvious that something 
that is disadvantageous could be (e.g. "tells the truth all the time"), 
but I can't really see a way to compel something like the aforementioned 
"works better under pressure". Or am I just having an imagination 
failure there? ;)

I've already got one answer for the next question, but I'd like to hear 
more views - should a GM be doing his darnedest to compel the PCs' 
aspects whenever he can, while the PCs similarly are doing their 
darnedest to try to tag their own aspects whenever they can? And I guess 
the GM isn't really actively trying to screw over the PCs in an 
antagonistic way, right? Basically how should the 'pacing' work when it 
comes to tagging/compelling aspects in the game? What should motivate 
the timing of when PCs' aspects are compelled by the GM?


I think what I really need is to see one of those 'examples of play' 
that has what happens in game mechanical terms at the same time written 
beside it. I've found lots of writeups of first sessions and chargen, 
but not so many examples of how the game actually flows and works after 
it's started. Can anyone point me to something like that? That should 
make things clearer for me somewhat
    Cheers, 
        Consty


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