Nov 7, 2008
Hi, and welcome to Narrative Control, episode 10. We're back on the Dresden Files RPG. This time Kevan and I review the roll of compelling aspects in the game.
Hosts: Sean Nittner and Kevan Forbes
[00:28] Show Introduction: Returning to the Dresden Files RPG.
[00:45] Introduction to Kevan Forbes a Good Omens GM in Sacramento.
[01:19] This episode is a reflection of our play, specifically compelling aspects.
[02:13] Thanks to everyone who has given us feedback over email or on the forum. You guys rock!
[02:50] This Modern Death Bumper
[03:28] Greetings from Sean and Kevan
[03:54] The Compel Mechanic!
[04:07] Explanation of aspects from Fate and how compels work with them.
[04:54] Fate chips are much more precious in Dresden RPG.
[05:24] Comparison to compelling in Spirit of the Century.
[05:45] Example of a tough compel and the price to pay it off.
[06:38] How to use a compel #1: Plot Hooks
[07:49] How to use a compel #2: Binding the characters to the story.
[08:13] Example of a compel: The Vodou priest wakes up with blood on his hands.
[08:55] How to use a compel #3: The toolbox for adventure creation.
[09:40] How to use a compel #4: An alternative to the standard conflict resolution.
[11:40] Comparing compels to other games that give out cookies for game play (7th Sea, Buffy, Exalted, etc).
[12:43] I miss the reward system from other games when the players are performing exceptionally.
[13:17] Compelling, however, brings the characters deeper into the story.
[14:17] Keeping the fate chip currency moving with compels. An example from play.
[14:56] Fate chip economy!
[15:15] How to use a compel #5: Players compelling other characters
[15:38] How to use a compel #6: Moving the story along when players don't want to budge.
[16:47] A reward for good role-playing?
[18:11] Accidental Survivors Bumper.
[18:51] Review of the show. Disappointed with the audio quality.
[19:20] Request for feedback.
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