Not really the space for this framing, but I'm not *just* talking about the RPG. It's just a super good metaphor.
Here's how you break the shit out of the Dresden Files RPG. The original, idk about accelerated.
While improving the game 10x for everyone at the table, exactly by doing so.
Between your High Concept, Trouble, and other Aspects, make sure you can justify literally any action your character could ever want to take. You'll probably have to give up the original character concept during the tweaking. That's fine, as long as you stay true to the correct intention/vibe, it'll turn out even better.
For your first time, it helps to choose dualistic concepts that oppose each other. Michael Capenter might have "Strike The Sin, Not The Man," but also "Hurt My Kids And We Go Old Testament."
This way, as long as the story has something to do with him (and therefore his family), he can self-compel either justice OR mercy. The player maintains a choice over his actions, but the narrative tension remains at maximum no matter what.
We all know that Michael has about as good odds of disappointing the White God as I do of spontaneously becoming a cabbage. But they
hurt his little girl.Meanwhile, the player is getting a fate point damn near every turn, as every action is a compel one way or another. Self compels really do work best, the GM probably doesn't have the attention required to do this for 4 people at once.
There is no way Michael doesn't have Guide My Hand. He's rolling Conviction for literally everything in Michael-focused arcs. AKA when he's "on the clock."
Do
not fuck with Michael on the clock. Everyone knows this. Nick just took some teaching.
With some practice, you can pick up how to do it with 3 aspects "triangulating" action-narritive vectors. Idk how to put that in RPG terms, sorry.
You can do it with up to 8 aspects at once, but tbh thats just a lot of mental energy for a game. I'd probably stick to sets of 3 for simplicity's sake, and then see if I could get creative about mixing and matching them for extra self-compelled complexity.
It turns you into an absolute monster with Guide My Hand, too. Absolutely shit-fuck broken, literally makes the character single skill dependant. Then it's just trying to wrangle a +6 or higher out of the GM for Conviction. There might be other combos, idk.
As for why this applies to Weird:
I hope to use this in a game, one day.
