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DFRPG / Re: Keeping Players in the Dark
« on: April 29, 2012, 07:53:40 AM »
The problem is, you are railroading your players into the reveal. When we look at the fiction than moles get find out mostly before it's to late (Turn Coat). Your players need to have a (mechanical) chance to find this out everything else is railroading.
I still favour the compel idea because players can play hard in this direction and farm fatepoints and choose to not take the compell when they are happy with the situation.
I still favour the compel idea because players can play hard in this direction and farm fatepoints and choose to not take the compell when they are happy with the situation.