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The Dresden Files => DFRPG => Topic started by: zerogain on May 18, 2011, 08:43:03 PM
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If you take a consequence and your opponent uses the free tag to compel it, do you still get a fate point?
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Short answer, yes.
Long answer, what really happens here is you use the tag to invoke the aspect for effect. This effect generates a situation worthy of a compel. The GM takes over and handles the compel like any other, including awarding fate points.
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If you take a consequence and your opponent uses the free tag to compel it, do you still get a fate point?
No you don't not for the -2 effect, if they enemy compels for effect (compel for effect are stuff like losing you go or your defense roll) then you may get a fate point if you accept the compel or lose on if you don't.
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No you don't not for the -2 effect, if they enemy compels for effect (compel for effect are stuff like losing you go or your defense roll) then you may get a fate point if you accept the compel or lose on if you don't.
You're confusing compel with invoke.
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You're confusing compel with invoke.
My bad
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I thought the book said since their was no FP given there is none earned.
You don't spend a FP to tag an aspect that you caused someone to have huh?
Or am I confusing things...*digs through the book*
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Were in invoking for effect teritory, an enemy invoking a concequence does not give a fate point but one invoking for effect does because this is dealt with by the gm as compel on the aspect.
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Invoking for effect doesn't always result in a compel. I know it's splitting hares but it's the compel that generates the fate, not the invoke. So, if the invoke doesn't result in a compel, then no fate is handed out.
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This is, indeed, confusing. WillH is, at least so far, correct on all counts - but the ruling he's working off of is one that was posted to the forums by the game designers, rather than something that can be directly supported by the text in the book. Alas, my search-fu is weak, and I cannot provide a link.
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I thought the book said since their was no FP given there is none earned.
You don't spend a FP to tag an aspect that you caused someone to have huh?
Or am I confusing things...*digs through the book*
This is hard to deduce in the book, as it is not explicitly said in any one place, but this rule clarification was established (with great pain) in a thread, with Fred Hicks eventually weighing in and explaining why it works this way.
In short: the person who lands/discovers/establishes an Aspect *always* gets to get a free "tag" to Invoke that Aspect.
That Invoke can be for a re-roll, a +2, or an Invoke for Effect.
Here's where it gets tricky:
If that Invoke for Effect benefits the player, it happens as the GM adjudicates.
If that Invoke for Effect constrains/complicates/restricts an opponent, then it becomes a Compel, at which point the GM takes over Compelling it; the original player didn't have to pay a Fate Point for it.
Then, the GM negotiates the Compel with the target (usually an NPC) per usual. The target may buy off the Compel with a Fate Point, if available, and if so, the player does *not* receive it.
This is, indeed, confusing. WillH is, at least so far, correct on all counts - but the ruling he's working off of is one that was posted to the forums by the game designers, rather than something that can be directly supported by the text in the book. Alas, my search-fu is weak, and I cannot provide a link.
I was the originator of the thread, but I can't find the link, either.
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I was the originator of the thread, but I can't find the link, either.
Found it: http://www.jimbutcheronline.com/bb/index.php/topic,24061.0.html
I would caution *AGAINST* resurrecting the thread - things got a little snippy there, and people said dumb things.
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So, when my wizard applies a "Nasty Scorch" moderate consequence to his foe, and for simplicity sake rags it for a +2 on his Dodge when the foe counterattacks, the foe does not gain a fate point?
I need to read up on Invoke for Effect...
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So, when my wizard applies a "Nasty Scorch" moderate consequence to his foe, and for simplicity sake rags it for a +2 on his Dodge when the foe counterattacks, the foe does not gain a fate point?
I need to read up on Invoke for Effect...
No, the opponent does not.
He *could* get a Fate Point (from the GM) if you Invoke for Effect that the foe:
- Rolls a defense skill at +0 for an exchange, because of the pain
- Surrenders, because of the pain
- Doesn't attack for an exchange, because of the pain
- Otherwise does or fails to do anything because of the pain
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That makes consequenses more severe than I had thought. So the +2/-2 is irresistible?
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That makes consequenses more severe than I had thought. So the +2/-2 is irresistible?
Yep. But that's a fiddling thing compared to an Invoke for Effect or Compel.
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Thanks, folks, you all have really helped.
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A few quotes that might prove helpful from YS106:
The only thing to keep in mind is that, if you’re invoking an aspect on another PC or on a NPC to gain an advantage over them, that character will receive the fate point you spent, either at the end of the exchange (in conflict, see page 197) or at the end of the scene (outside of conflict).
Whenever you make a roll to gain access to or create an aspect, as per the list on page 105, you may invoke it one time, and one time only, for free—as in, you don’t spend from your pool of fate points to take advantage of the aspect.
Tags, even if they are to a character’s detriment, do not award a fate point like a normal invocation would. If no fate point was spent, there’s no fate point to pass around.
So putting this together, you can see that under normal conditions, you can invoke an aspect on another character's sheet, and if you do so to gain an advantage over them they get the Fate point you spent. (There's an example of invoking for effect on the same page, by the way.) If you discover or create an aspect (consequences would be an example of creating an aspect, as would maneuvers), you get a free tag, and in the case of free tags, the invoker does not spend a Fate point and the target does not get a Fate point. (Additional invokes against the consequence would cost a Fate point which would go to the target). The post mentioned above clarifies this whole process (by pointing out that tags can be used for invocations, for example), but YS106 goes over most of the salient points.
Note, by the way, that while the victim doesn't get a Fate point for the initial tag right away, they *would* get 'paid' for recieving the consequence if they were taken out yet survived the encounter.
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Becq: Nothing you posted applies to compels. By a strict RAW reading you can't use a tag for a compel at all.
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Did you look at the example for that section? I'll quote it for your convenience:
"Later in the game, Biff is talking to someone in a bar who’s been spying on him, and he knows from a previous assessment that the guy has a Bad Temper aspect. He decides to invoke the guy’s aspect with his Intimidation roll to get the guy to lose his cool and slip up. Because that invocation creates a disadvantage for the spy, the GM gives that character a fate point at the end of the scene, to save for a future meeting."
This is an example given in the section on invoking other characters' aspects. Clearly, it's a invoke used as a compel. The very next section, on tagging, says that tagging lets you "invoke it [the taggable aspect] one time, and one time only, for free". Ie, compel allows invoke; invoke allows compel.
Fred's discussion mentioned above was only a clarification, not a new rule (which is, I believe, how he described the post, too).
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Becq: Nothing you posted applies to compels. By a strict RAW reading you can't use a tag for a compel at all.
I interpreted the RAW exactly the same way long ago.
You're just going to have to trust us that this has been thoroughly dredged up, bled over, argued, and that eventually we got a lead game designer to address it in the link I provided (again, for your convenience: http://www.jimbutcheronline.com/bb/index.php/topic,24061.0.html).
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Though I will point out that, "use zero as your base defense" is a mechanically horrible compel because it's very close to compel: "Die!". So compels should generally not be like that.
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Though I will point out that, "use zero as your base defense" is a mechanically horrible compel because it's very close to compel: "Die!". So compels should generally not be like that.
That's how Ambush works.
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Though I will point out that, "use zero as your base defense" is a mechanically horrible compel because it's very close to compel: "Die!". So compels should generally not be like that.
Agreed. GM's and players should agree not to use that compell because it cuts both ways and would be bad for story generally in my opinion.
That's how Ambush works.
Yeah but tagging a consequence for effect s a compel for +0 defense isn't really an ambush...the foe still sees you. There is just nothing he can do about it. Which is pretty nasty since in theory you can do that from just a mild consequence.
Though Fred/Iago did mention sometimes the GM/PC or GM/NPC will agree such a compell is "weaksauce" and not agree to it. ----paraphrasing from the thread Devonapple linked.
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The way I look at it the compel has to be reasonable so compel someone with a bruise to lose their defense isn't reasonable so can't be done, whilst compelling someone who has just lost an arm to lose his defense roll is far more reasonable agonising pain lack of arm to defend with etc same goes with legs and dodging, and I would argue an invisibility manouvre could also warrant a compel to lose a defense.
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No problem: I agree that defending at 0 isn't always an appropriate Compel, but felt it was occasionally going to be a suitable option.
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So that I understand correctly:
A wizard uses a variant of a wind gust air evocation to apply an aspect to a scene that suggest the foes are being tossed of their feet and forced back. Say the aspect is "Blown Back", could the wizard's player use the tag (he made the aspect, he gets a tag) to compel that aspect on his foes and force them back for a time?
I'm assuming this would be a scene aspect. Could the wizard pick and choose who to compel the aspect on? Would he have to pony up fate points for every opponent, or because it's a scene aspect does he just get to tag it and pick the enemies?
Of course that opens up the possibility of adversaries compelling the aspect with their own fate points.
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This has come up in a couple of threads that I've started. Yes, you tag the maneuver, consequence etc for free and it's a compel on the the target.
It's funny because the wizard my party wants the exact same spell.
I'm going to complicate the problem slightly:
1. I'd like to get a feeling for what people do with Zone-wide affects. Does a single invoke trigger a compel for everyone in the zone or can you only compel one target at a time.
I know Devonapple says only one target while Sinker says you can do zone wide compels. I'm curious how other GM's handle it. I don't think there's anything definite in the books.
2. If a spell is specifically designed to do something, like a powerful gust of wind that blows a target into another zone, does the target just resist and if they fail they get pushed back, or do you Invoke for Effect and offer a compel to the target? If it's the latter, then it makes the spell less predictable. Even if they fail to resist, you still might not get the intended effect.
@zerogain. If you want to check out those threads I posted, they weren't intended to be threads about Invoking, but they went that way:
Sunlight Spell: http://www.jimbutcheronline.com/bb/index.php/topic,25842.0.html
A bit Frustrated: http://www.jimbutcheronline.com/bb/index.php/topic,25400.0.html ***this one is more useful.
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I know Devonapple says only one target while Sinker says you can do zone wide compels.
I am, if it helps, desperately hoping someone proves my interpretation wrong. I'm going to consult with some friends as well on this question.
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So far, my gaming community tends to hold to the goose/gander principle, and maintain that NPCs and PCs be held to similar rules:
If every PC in a Zone deserves a Fate Point from an NPC for getting an Invoke/Compel of an Aspect (whether it is a Zone Aspect like "Building on Fire" or a personal Aspect like "Tangled in Vines" which was placed on them individually by a Zonewide Evocation Maneuver), they reason that every NPC in a Zone should require the same from a Player's Fate Point pool.
On a side note, they were surprised that DFRPG didn't use the same Minions rules that SotC uses, and expressed concern that my example gang of ten faceless enemy monsters in a single Zone wasn't being run as a single entity, which would have obviated this question entirely.
I'm still open to correction, of course.
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2. If a spell is specifically designed to do something, like a powerful gust of wind that blows a target into another zone, does the target just resist and if they fail they get pushed back, or do you Invoke for Effect and offer a compel to the target? If it's the latter, then it makes the spell less predictable. Even if they fail to resist, you still might not get the intended effect.
For me this is always a question of effort expended. If someone makes a quick declaration and then tags it for the same effect then they aren't really putting a lot of effort into it and I won't feel bad having the target defend (though I'd likely make the difficulty high since it's not really that cool when someone comes up with something clever and interesting that does absolutely nothing). However we're talking about a spell. A wizard normally has only four of those without getting into long term resources. If they're spending one of their four spells to get someone into another zone then I'll just put them in the other zone and give them a fate point.
On a sort of related note I'm not sure that an environmental attack or something that is defended against is technically a compel. A compel would be them accepting difficulty, whereas these other effects would be an external effect that they do their best to resist. So I might not give them a fate point if they actually defend against the effect (or even if they don't defend but had the chance to). Not sure about this though, it just seems rightish.
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I must be tired because I need clarification on the last 2 posts.
So far, my gaming community tends to hold to the goose/gander principle, and maintain that NPCs and PCs be held to similar rules:
If every PC in a Zone deserves a Fate Point from an NPC for getting an Invoke/Compel of an Aspect (whether it is a Zone Aspect like "Building on Fire" or a personal Aspect like "Tangled in Vines" which was placed on them individually by a Zonewide Evocation Maneuver), they reason that every NPC in a Zone should require the same from a Player's Fate Point pool.
I'm still open to correction, of course.
I agree that a zone wide compel should affect everyone in the zone regardless of whether they're NPC or PC. But just as clarification, If I offer all the PC's a FP for that Zone-wide compel, you think the PC's should give their FP's to the NPC's? So the PC's don't get a FP, it just gets shifted to the NPC's? I figured the GM just handed out FP's where appropriate. I'm obviously not understanding your meaning.
On a sort of related note I'm not sure that an environmental attack or something that is defended against is technically a compel. A compel would be them accepting difficulty, whereas these other effects would be an external effect that they do their best to resist. So I might not give them a fate point if they actually defend against the effect (or even if they don't defend but had the chance to). Not sure about this though, it just seems rightish.
So I use my flamethrower to make the "building on fire". You don't compel? You just make everyone roll against environmental damage every round because that's just what's happening?
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I must be tired because I need clarification on the last 2 posts.
I agree that a zone wide compel should affect everyone in the zone regardless of whether they're NPC or PC. But just as clarification, If I offer all the PC's a FP for that Zone-wide compel, you think the PC's should give their FP's to the NPC's? So the PC's don't get a FP, it just gets shifted to the NPC's? I figured the GM just handed out FP's where appropriate. I'm obviously not understanding your meaning.
So I use my flamethrower to make the "building on fire". You don't compel? You just make everyone roll against environmental damage every round because that's just what's happening?
What I/they meant was that: if an NPC warlock places an Aspect on all of the PCs (having used a Zonewide Evocation Maneuver, and successfully overcome each of the PC's defense rolls), and then Invoke/Compels it, the PCs would want a Fate Point for it, and would likely want it from that NPC's stash (if any).
The goose/gander principle coming into play means that if a PC Wizard places the same Aspect on a bunch of NPCs (having similarly used a Zonewide Evocation Maneuver, and successfully overcome each of the NPC's defense rolls), and then Invoke/Compels it, the NPCs should get a Fate Point for it, from that PC's stash.
The ultimate question is: how much weight does a Maneuver Aspect have when it is successfully placed on a target within a Zonewide Evocation, as far as free tags go?
Edit: pulling out the big guns and asking Iago.
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Based on http://www.jimbutcheronline.com/bb/index.php/topic,24061.msg1022205.html#msg1022205
From a mechanics standpoint, there seems to be a deliberate disconnect between the invocation (which can be an invoke-for-effect that in turn triggers a compel) and the compel itself that results. So this makes me wonder if the interpretation should be as follows.
When you invoke an aspect for effect, it has the relevant effect on whatever scope is appropriate. So a aspect placed on an individual would affect only the individual, while an aspect placed on a scene would affect the scene. If the 'effect' in question is intended to cause trouble, then this effect would then basically act as a bribe to cause the GM to issue a compel against any involved individuals.
So if the scene has an aspect of "Strong Gusts of Wind", then you are allowing two things to occur:
1) If the GM feels it's appropriate, he can offer a compel to anyone or everyone in the area (and should probably lean toward everyone), and those who accept the compel will be troubled in some negotiated way. Perhaps they are knocked down, for example.
2) If a player chooses to, then they can spend a Fate to invoke the aspect for effect, which then triggers #1. The player is paying one Fate to make the aspect cause trouble to the scene, and that trouble is resolved as a compel against each individual in the scene (with Fate coming from the supply).
One thing to note, by the way, is that there does not seem to be a mechanic for casting a spell to place an aspect on a zone. An attack can be against a zone, but a maneuver places an aspect on an indivudual or on the scene (which means that an invoke would cause trouble for everyone on both sides, rather than being focused on the group of baddies in that zone over there). This is probably a good thing; it makes the above interpretation more balanced.
Note also, of course, that the compels can still be bought out of as normal. Ex: As the GM distributes the Fate to all and sundry after the wind kicks up, a player might refuse the Fate, toss in one of his own, and say that since he was up against a wall at the time, the wind had little detrimental impact on him.
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Based on http://www.jimbutcheronline.com/bb/index.php/topic,24061.msg1022205.html#msg1022205
From a mechanics standpoint, there seems to be a deliberate disconnect between the invocation (which can be an invoke-for-effect that in turn triggers a compel) and the compel itself that results. So this makes me wonder if the interpretation should be as follows.
When you invoke an aspect for effect, it has the relevant effect on whatever scope is appropriate. So a aspect placed on an individual would affect only the individual, while an aspect placed on a scene would affect the scene. If the 'effect' in question is intended to cause trouble, then this effect would then basically act as a bribe to cause the GM to issue a compel against any involved individuals.
So if the scene has an aspect of "Strong Gusts of Wind", then you are allowing two things to occur:
1) If the GM feels it's appropriate, he can offer a compel to anyone or everyone in the area (and should probably lean toward everyone), and those who accept the compel will be troubled in some negotiated way. Perhaps they are knocked down, for example.
2) If a player chooses to, then they can spend a Fate to invoke the aspect for effect, which then triggers #1. The player is paying one Fate to make the aspect cause trouble to the scene, and that trouble is resolved as a compel against each individual in the scene (with Fate coming from the supply).
One thing to note, by the way, is that there does not seem to be a mechanic for casting a spell to place an aspect on a zone. An attack can be against a zone, but a maneuver places an aspect on an indivudual or on the scene (which means that an invoke would cause trouble for everyone on both sides, rather than being focused on the group of baddies in that zone over there). This is probably a good thing; it makes the above interpretation more balanced.
Note also, of course, that the compels can still be bought out of as normal. Ex: As the GM distributes the Fate to all and sundry after the wind kicks up, a player might refuse the Fate, toss in one of his own, and say that since he was up against a wall at the time, the wind had little detrimental impact on him.
So your vote is that 1 invoke will compel everyone in the zone. That you don't need to spend multiple FP's to force a compel on each person in that zone.
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I just realized that Fred may have obliquely answered the question here:
http://www.jimbutcheronline.com/bb/index.php/topic,24061.msg1022188.html#msg1022188
If the GM deals with the fate point being given to a single person then I see no reason why the GM wouldn't deal with it for many. As far as I can tell the compel is always the purview of the GM and the GM always deals with the fate point economy of the compel. A player can never compel (unless we're talking about self-compels, and even then the GM decides whether it's compel worthy) so why would they pay for compels they aren't initiating? This would apply to NPCs as well though. The GM compels, not the NPC so the NPC wouldn't fund the compel.
As for my earlier comment I just don't like it when a compel doesn't result in actual difficulty. If someone gets a fate point and then dodges the environmental attack every time, that just doesn't seem right. Even if they don't dodge they had the chance to and it's the result of the roll that is creating difficulty not the compel. That's why I'm inclined to deal with it in the ways I mentioned above (Take them out if they aren't important to the scene or limit them if they are).
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I'm still conflicted about the scale. I'll post if Fred is able to get back to me.
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I think that what makes the idea of scene-wide compels work (to my mind) is that they are scene-wide, not zone-wide (because attacks can target a zone, maneuvers target an individual or the scene). If you trigger a scene aspect, it hits both (or all) sides equally. Another way of looking at it is that instead of paying a Fate per subject to be affected, your side is paying a Fate to trigger, then another Fate per target not affected. For even fights, this ends up being a wash, but it does it in a way that makes sense.
Use the strong wind-style aspect as an example. It makes no sense that a gust of wind would suddenly pick up, tossing around only the vampires, leaving the mortals untouched. It makes more sense that it hits everyone ... well, everyone except those for which Fate had another plan.
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So what if you only want your zone to have the aspect of "On FIRE!" to herd your target to a different zone in the scene? "No no. Don't go through that door, that room is On FIRE! Don't you see all your fellow minions in there shrieking?"
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I asked Fred Hicks:
> You have established that a free tag of a new Aspect can be used to
> Invoke for Effect, even becoming a Compel.
>
> The (hopefully) simple question is: how much weight - as far as free
> tags go - does a Maneuver-based Aspect have when it is one of several
> such Aspects successfully placed at the same time on each of many
> targets within a Zonewide Evocation? (As differentiated from a simple
> Zone Aspect which maybe cost 3-5 shifts.)
>
> If a spellcaster successfully places the "On Fire" Aspect on 10 NPCs
> in a Zone (having used a Zonewide Evocation Maneuver, and successfully
> overcome each of the NPC's defense rolls, and paid presumably 10
> shifts to get it), and then Invokes-for-Effect/Compels it ("each NPC
> spends a round screaming and putting out the flames"), is only one of
> those tags free? Or should the player have 9 more Fate Points in
> reserve to Invoke/Compel that Aspect on the 9 other NPCs?
>
> Should this be different than if the spellcaster had simply placed the
> scene Aspect "Building on Fire" (for something like 3 shifts)?
>
> And what if a caster had instead used a Spray Attack on an Evocation
> Maneuver to surgically apply that Aspect to multiple NPCs (for
> significantly more than 10 shifts)? Would each of those Aspects be
> worth a free tag?
The response from Lenny via Fred:
...the question hinges on whether or not what the player's asking for is "for effect" or if its a full-on compel, which hinges on the intent of the benefit the player's looking to get out of it...
...if it's, "...and we get a breather this round to prepare something, like a spell," I'd call that tag for effect, and free...
...where there is no debate about compel vs. for effect, yeah - a tag is a tag is a tag. 10 NPCs with a maneuver put on them at the same time = 10 free tags.
The full response, though, is:
Except for a marginalia comment, the rules do not state that a tag can be used to garner someone the benefits of a compel, and even the marginalia comment is iffy - tag for effect is all right, but compel? Forget that noise - no free lunches.
So the question hinges on whether or not what the player's asking for is "for effect" or if its a full-on compel, which hinges on the intent of the benefit the player's looking to get out of it.
If it's, "...and we get away because they're all on fire," I'd call that a compel, and not free. But I don't know that I would charge 9 Fate Points for it or whatever -- I might use the escalation rule and say, "Well, you want to compel all the NPCs in the scene... I'll escalate once and take that compel for two of your fate points." Or something like that.
If it's, "...and we get a breather this round to prepare something, like a spell," I'd call that tag for effect, and free.
But where there is no debate about compel vs. for effect, yeah - a tag is a tag is a tag. 10 NPCs with a maneuver put on them at the same time = 10 free tags.
So, there appears to be some variance in opinion from Evil Hat leadership on whether or not an Invoke for Effect can trigger a Compel.
What I choose to do with this information is to run my games as if:
A) an individual free tag Invoke for Effect can trigger a Compel, if the GM agrees with it - it is not an obligation.
B) a more plot-impacting, large-scale Compel - involving multiple NPCs with free-taggable Aspects - cannot be triggered for free by a free tag Invoke for Effect, but that Compel doesn't need to be priced on a per-NPC basis: the GM can use the Escalation rules.
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@finnmckool: I think that in that example, you aren't doing an invoke-for-effect-triggering-a-compel. Instead, you are doing an intimidation roll, invoking the scene aspect for a +2 to the roll, which wouldn't do anything to anyone not a target of the intimidate.
@devonappel: Well, that's a surprising answer. It indicates that you can use a single maneuver to produce multiple aspects on diverse targets, which strikes me as too powerful -- because it *does* allow you to select which aspect you tag and which you don't. Allowing a single zone aspect to be created could perhaps have worked, but this ruling seems to indicate that you could toss out a zone maneuver, tagging everyone in the zone with their own aspects (including some friends) and then tag only the aspects that attached to your enemies. Now, it *would* allow your enemies to invoke that aspects on your friends, but they would have to spend the Fate per target, because *they* aren't allowed to tag those aspects you created (only you or someone you nominate can, right?)
Hm.
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So, there appears to be some variance in opinion from Evil Hat leadership on whether or not an Invoke for Effect can trigger a Compel.
To me they seem to be saying essentially the same thing. If they're going for a small benefit, on the level of something you would do with a declaration or assessment, it's just a Tag. If they're trying to get a game changing twist (i.e. we get away scott free!" that's going to cost FP. In Fred's reply, the GM has freedom to establish the price, which makes sense since the GM presumably has the freedom to deny that the compel is worthy in the first place.