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compels [2024/12/07 09:33] admincompels [2025/03/13 12:39] (current) admin
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 ====== Compels ====== ====== Compels ======
  
-Compels in [[start|Fate Accelerated]] let players’ aspects create interesting challenges or complications in the story. The **GM (or AI in Questies)** looks for opportunities where a player’s aspect could lead to trouble or make things more interesting. For example:+Compels in [[start|Fate Accelerated]] let [[Players]]’ aspects create interesting challenges or complications in the story. The **GM (or AI in Questies)** looks for opportunities where a Player’s aspect could lead to trouble or make things more interesting. For example:
   * A character with //"Hotheaded Adventurer"// might be compelled to charge into danger without thinking.     * A character with //"Hotheaded Adventurer"// might be compelled to charge into danger without thinking.  
   * A character with //"Sworn Protector of the Innocent"// might be compelled to help others even if it puts their mission at risk.     * A character with //"Sworn Protector of the Innocent"// might be compelled to help others even if it puts their mission at risk.  
  
-When a compel is offered, the player decides whether to accept or refuse it.  +When a compel is offered, the Player decides whether to accept or refuse it.  
  
 ==== How Compels Work in Questies  ====  ==== How Compels Work in Questies  ==== 
  
-  * **Accepting a Compel**: If the player agrees to the complication, they immediately gain a **Fate Point**. The challenge or setback becomes part of the story, and the player has a resource to use later.  +  * **Accepting a Compel**: If the Player agrees to the complication, they immediately gain a **Fate Point**. The challenge or setback becomes part of the story, and the Player has a resource to use later.  
   * **Refusing a Compel**: Unlike in Fate Accelerated, there’s (currently) no penalty for saying no to a compel in Questies. The story simply moves forward without the suggested complication.   * **Refusing a Compel**: Unlike in Fate Accelerated, there’s (currently) no penalty for saying no to a compel in Questies. The story simply moves forward without the suggested complication.
  
-Players can also **self-compel** by asking the GM to offer a compel based on one of their own aspects. For example, if a player feels their //"Reckless Daredevil"// aspect should lead to trouble in a specific situation, they can suggest a compel and earn a Fate Point if the GM agrees.  +Players can also **self-compel** by asking the GM to offer a compel based on one of their own aspects. For example, if a Player feels their //"Reckless Daredevil"// aspect should lead to trouble in a specific situation, they can suggest a compel and earn a Fate Point if the GM agrees.  
  
 ==== Why Compels Are Important ==== ==== Why Compels Are Important ====
  
-Compels encourage players to embrace their characters’ traits, even when it makes things harder. Accepting a compel isn’t just about earning a Fate Point—it’s about creating more meaningful and fun moments in the story.+Compels encourage Players to embrace their characters’ traits, even when it makes things harder. Accepting a compel isn’t just about earning a Fate Point—it’s about creating more meaningful and fun moments in the story.
compels.txt · Last modified: 2025/03/13 12:39 by admin

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