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RPGs / Re: FATE: Let's like talk about it.
« on: May 16, 2014, 07:51:29 PM »
All right so lets say
An Assassin sneaks into a bar with a concealed handgun.
The Player Characters notice the weapon.
So the Handgun Equipment aspect is now on the table.
Could a player then compel that aspect to become a complication for that character?
Such as compelling the handgun to become important during the scene by having a bouncer notice or something similar?
Such a thing would cost a fate point, but is that the basic idea behind compelling?
Although Equipment aspects are usually temporary and therefore not necessarily as broad as a character aspect I assume it works somewhat similarly.
An Assassin sneaks into a bar with a concealed handgun.
The Player Characters notice the weapon.
So the Handgun Equipment aspect is now on the table.
Could a player then compel that aspect to become a complication for that character?
Such as compelling the handgun to become important during the scene by having a bouncer notice or something similar?
Such a thing would cost a fate point, but is that the basic idea behind compelling?
Although Equipment aspects are usually temporary and therefore not necessarily as broad as a character aspect I assume it works somewhat similarly.