I've been playing in a Dresden game for a few sessions now, but I've been having trouble finding ways to Self-Compel aspects for Fate points. Invoking aspects has been easy, but, even though I have ideas about when my aspects would be compelled, they don't seem to come up in play at all. I was wondering if anyone had general or specific advice about how to compel aspects more often in play. (Or how to modify Aspects to make them easier to compel.)
In my specific case, my aspects are:
- New Warden In Town
- Somebody Has To Do It
- Knowledge Is Power
- Been Around A Long Time
- Stubborn Old Mule
- Needs Of The Many Outweigh The Few
- (plus one more I plan to replace anyway)
In theory, I expected to compel local magical practicioners to be scared and/or suspicious of me. I expected local faces to tell me to stay out of their business, which would compel me to dig in my heels and mess with their business. I expected to compel unexpected backstories and possibly owed favors to local Fae Courts. And I expected to compel myself to make difficult choices, sacrificing a few innocent souls for the Greater Good.
In practice, our sessions have been more "investigate-y". Something bad has happened, and we have to fix it. Most of the people we talk to are not in a position of power (so they can't tell me to back off), and by the time we actually meet anyone of power, it's usually time to start slinging spells rather than discuss our backstories.
In short, I seem to have built a character for a supernatural "Leverage" or "Burn Notice" ("defeat the villain with clever moves and countermoves"), but I seem to be playing a game of supernatural "CSI" ("follow the leads to discover the villain").
Any advice on how to modify my playstyle or aspects to earn Fate points easier? Has anyone else had similar problems, where their choice of Aspects didn't match up with the style of the game they were in?
Quick update for clarityAs mentioned later in the thread, I'm not looking for ways to compel
these specific Aspects. I'm just mentioning them as a specific example to demonstrate the problem.
What I'm looking for is generic advice for how a
Player can modify either their character or their playstyle in order to accomodate the story that the
GM wants to tell. There is already tons of advice for how the GM can modify their story to suit the players, but I'm interested in the opposite. What can
I do to make the game run more smoothly?