Scene Compels
Scene aspects may imply some circumstances
that will befall any (or many) of the characters
in the scene—Everything Is Burning! is
a classic example and a frequent aspect in any
scene involving Harry Dresden. In such a case,
it’s entirely apropos to act as if that aspect is on
each character’s sheet and compel (see page 100)
the aspect for each of them, dishing fate points
all around and nicely covering the effects the
aspect has on the characters in the scene.
Technically speaking, a player could try to use
a scene aspect to initiate a mass compel, but it’d
be a pretty expensive proposition—he’d have to
spend a fate point for every character he wants
to be affected by the compel.
It says "any or many". If a scene aspect is only affecting some of the characters--i.e., if the aspect is "Heavy Security" and only one or two of the characters carry any sort of weapon--then yes, it makes perfect sense to compel some and not others.
What?
That sentence doesn't quite make grammatical sense to me. I'm not sure what you're trying to say.
It looks like you might be saying that I've been saying that weapon-deprivation is a balance-wreaking Compel. But you quoted me saying the opposite, so...what do you mean?
Yes. My point is you'd been acting one way about my suggestion about compels, then you said something else that contradicted it. Earlier in the thread, this is how you referred to me issuing compels for depriving people of their weapons:
But for whatever reason, you've changed that. You've made it essentially impossible to deprive people of their chosen weapons. This breaks the stunts founded upon that limitation.
You should recognize that this issue is caused by your approach and not by some foundational truth of the system.
You had been saying that, basically, I was changing the rules by issuing compels when a character took away the weapon, and that unbalanced the game because the stunts already have limitations. And now you're saying that compelling away a weapon is a "good and common" compel. I was pointing out the contradiction in your arguments--is issuing compels for taking away weapons "good and common" or is it something that breaks the stunts?
Thing is, it's
already nigh on impossible, so long as the player has a fate point to spend and is willing to spend it. What I'm saying is, these kinds of stunts just make it a ton more likely that a player is going to buy out of the compel to lose his weapon--because instead of just losing the weapon rating, he's now also losing a +1 to attack, +2 to stress, and +2 to defense. That much of a swing in advantage is well worth spending one fate point to either declare or buy out of a compel.
It would take a pretty weird series of events to put him in a situation where he can get a human bow and not a fey one.
Eh, not necessarily. Bows take time to make, so even if he is an expert bow maker, he might need a bow now. Or so might anyone else with those stunts.
Page 147 defines stacking as adding in the same way to the outcome. Accuracy and stress are clearly different ways. Definition not satisfied.
Except they affect the end result the same way--by adding stress. And they have the exact same condition, a condition that is going to apply the vast majority of the time that skill is used, something that stunts are not supposed to do.
It's a possibility.
But accepting that interpretation leads directly to the conclusion that Evil Hat intended Feet In The Water mortals to shred vampires and Ghouls in duels. Because with the stats in OW, semi-optimized Feet In The Water mortals can do exactly that.
To some extent, yes--PCs
are supposed to be above average, so it's reasonable to me that they'd be able to fight and win against a relatively common supernatural creature like a Red Court Vampire or a Ghoul--but there's a difference between
able to fight and win and
guaranteed to fight and win. These stunts push it firmly in the latter category when taken together.
I've already done the math on this. Without the stunts, even a Submerged mortal has to get creative if he wants to take out a Ghoul without getting hurt--either through invoking scene aspects, his own aspects, making maneuvers, or doing other preparatory or support actions. With the stunts, even a Feet In The Water mortal only has to swing his sword because this just-found-out-the-supernatural-exists beginner is a better and stronger fighter than a supernaturally powerful monster.
I wouldn't agree that players being told a place has a no-weapons policy is GM fiat, not in the slightest. GM fiat is the GM making a ruling that ignores game mechanics, like deciding an opponent automatically hits in combat or hides without letting the players roll to spot them. GM fiat is definitely not creating elements of the setting and having the NPCs act in accordance with those elements by refusing to let a character enter an establishment while armed.
Saying the place has a no-weapons policy isn't GM fiat, no. Nor is the GM saying the NPCs won't let them in without weapons. When it comes to GM fiat is when the GM declares that the players just cannot take in the weapons no matter what they do--there's a game mechanic in place for creating that kind of complication and disadvantage (compels), and just declaring that your character can't get them in is ignoring that.
What it comes down to is that I see compels as ways of influencing character decisions and circumstance. The Aspect "By The Book" could be compelled to force a character to hand over weapons in situations where they're not allowed to have them. A scene Aspect "No Guns Policy" is, going by the guidelines in YS, a pretty poor and uninteresting Aspect. It adds no flavour to the scene.
I disagree. Being armed or not is plenty of flavor--a character who's armed when going in to meet a mob boss is going to act differently than one who knows he's not armed but everyone else is.
Removing someone's weapons from them is a social power play as much as anything else. Walking into a dangerous place unarmed adds tension to the scene, especially if and when a fight does break out.
I'd happily toss my players a Fate Point for good roleplaying or cool one-liners, but I don't see the need to do so every time they find themselves unable to fight at the top of their game, and for sure I don't consider it a compel, not according to the rules as written. That's just how my group and I interpret the rules and like the game to be.
That's fair, but again, I'm not saying "every time they find themselves unable to fight at the top of their game." I'm saying it's when they
could and
would, but something is forcing them not to.
If Harry just leaves his staff and blasting rod home for whatever reason, like he doesn't think he'd need them, or doesn't feel like carrying them around, that's not a compel. If an enemy is waiting specifically for Harry to come out without the staff and blasting rod to attack, that might be a compel. If Harry goes out with the staff and blasting rod, fully intending to use them, and circumstances dictate that he can't, then it is a compel.