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Re: [DL] Fate Chip Optional Rules



On Mon, Aug 27, 2001 at 01:41:10AM -0700, Munch Wolf said:
> "Plot incongruities: Fate chips can be spent to break
> continuity and real world logic. For example, if your
> player is across town from the gunfight that the rest
> of the posse is in, you can spend a white fate chip
> and be in the action. The larger the break, the higher
> the value the fate chip needed. "
> 
> Has anyone else tried something like this?

 I was at a con the weekend before last where I played a Delta Green
 scenario where the GM gave us each one "reality distortion point" (my
 name for them, not his).  He said he'd tried something similar before and
 that it hadn't worked well at all (I think each player had had several of
 them), but in this game it was groovy.

 Only two of the players spent theirs - I spent mine to have my character's
 grandmother be the character one of the other players had in an unrelated
 Call of Cthulhu campaign.  The other player took up the mantle of her
 campaign character 75 years on, mad as you'd expect, and was able to help
 out with some cultish goings-on because she "used to be into this kinda
 stuff".  One of the other players spent her point to have the grandmother
 be incarcerated in the same asylum as a cult follower we were checking up
 on.

 It worked really well in this situation, anyway.  Although I'd say the GM
 would need to keep a tight rein on it.

 Wishkah

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