>>Exactly. Aspects (or at least the good ones) are double edged swords.
>
>One important point: the player doesn't have to accept the fate point
>when the GM compels an aspect. Corwin could choose to avoid the
>political situation but he won't have that fate point to spend later. Yes, the player could spend one of their own (when the compel is offered you either take it, or spend one out of your pool to avoid it)
>The combat system has what I think is one of the best features that
>I've ever seen in any RPG: concession. When a character is defeated in
>a contest he is "taken out". The victor has his way with the loser
>within the context of the contest. A character can, at any time prior
>to being taken out, concede the contest. The character loses the
>contest but he, rather than the victor, controls his fate.
Not only that, but you get Fate points for doing so! I think that was the hardest part to get into my players heads when playing with new people, that *they* could concede, and still get partial victories ('We escape with the hostage, but the bad guy's plan still goes off').
--
-Pasha
"Don't change the subject"
"Too slow, already did."