Friday, November 06, 2015

Fate And Getting Over The Hurdle Of Aspects


Coming up soon, I have a rare face to face game. Not having been able to previously find a local group that matched up with my interests, I have done a lot of online gaming over the last two years. One isn’t really better than the other, and I’m not planning on giving up on online gaming because of this, but it is nice to find myself once again prepping for people who will be around the table with me.

We’re going to be playing a pulp-inspired game using the Fate Accelerated rules as the base for the game. Since this will likely be a once monthly sort of thing, the less time we spend on making characters means the more time that we have for the game itself. This is exactly the sort of thing that Fate Accelerated excels at.


Only one of the group, besides myself, has a passing familiarity with the system, so while the rules itself aren’t a problem the creation and care of Aspects has been a slight hurdle for some of the people. There’s a lot of resources out there for creating aspects, but I thought that I would share some things that I have come up with in my long, long association with the Fate rules for the benefit of the people that I will be gaming with. Perhaps they will help some others, so that is why I am sharing them in this blog post rather than just privately with the people with whom I will be gaming.

Let's cover the mechanics of aspects quickly. From the Fate Accelerated rules:
An aspect is a word or phrase that describes something special about a person, place, thing, situation, or group. Almost anything you can think of can have aspects. A person might be the Greatest Swordswoman on the Cloud Sea. A room might be On Fire after you knock over an oil lamp. After a time-travel encounter with a dinosaur, you might be Terrified. Aspects let you change the story in ways that go along with your character’s tendencies, skills, or problems.
When I talk about about aspects with players, particularly players who are new to fate, the first thing that I try to explain is that there is one slight difference between making a Fate character, and making a character with a lot of other traditional systems. Where a lot of other RPGs are built around coming up with as much detail as possible for your characters, Fate is built around the idea that when you build your character you are highlighting those parts of your character that are important to you as a player. The aspects that you choose for characters are the important "aspects" of your character, to you, and for the GM they are flags for the kinds of stories that you want to take part in as a player.

A player whose character's aspects are built around romantic relationships and feelings want to play in a game that, if it doesn't revolve around romance it should have romantic elements to it. The same goes for the player whose character is about exploring the unknown. Consciously, or unconsciously, one of the determining factors around a player's choice of aspects should revolve around these two things: what is important about the character to you, and what sorts of stories you want to be a part of crafting.


This is where the "Establishing Facts" part of the mechanical weight of aspects comes into play. Sometimes this is lost in the shuffle because of the fact that Invoking and Compelling both have direct impacts on play. Establishing Facts, on the other hand, have a more indirect impact on play. For example, one of the players in our group has played Spirit of the Century and wants his character (a talking gorilla) to have been a part of the Khan's army before breaking away from it. After making a high concept aspect around having been a part of the Khan's army he then asked "Does the Khan exist in your world?" My answer was "You established the fact of the Khan in your aspect, so yes. He exists in this world." In a lot of ways, "Establishing Facts" is one of the most powerful parts of an aspect in the Fate rules, but it can easily be forgotten.

My advice to players making aspects is always two-fold: be flavorful and be succinct. Let me unpack these.

Be Flavorful. Aspects should be exciting and dramatic. Not only do they describe your character, but they will help to guide the drama of the story as your games develop. Why "be flavorful"? I would turn that question around and ask "Why would you describe your character in a way that isn't exciting?" Particularly in a pulp-inspired game, where you are playing characters so much larger than life, you need to make sure that your aspects are up snuff for the characters.

"Mediocre" Aspect: Science Adventurer

"Fair" Aspect: Body Built By Science

"Superb" Aspect: Shaped By Secret Sciences To Save The World

Just note that there really isn't a problem with any of those aspects. Any of them have their uses in games, but it will be easier to work in Invokes and Compels when your aspects have some drama to them. Not only is the writing for the "Superb" aspect more dramatic, but it also helps you to establish at least one fact about the world that you are going to be playing in. The most obvious fact would be the "Secret Sciences" part of the aspect. Does this mean that there are sciences developed in secret, away from the prying eyes of mankind? Does this mean that there are lost sciences, from civilizations hidden away in the fog of time? It can also mean that there is a group behind the scenes, using these sciences to create heroes (or villains) like your character. When you put all of this together, you get a "Superb" aspect. It is so much more than just the writing of the aspect itself, although that helps too.


Be Succinct. Why is this important? I will admit that this is probably more of a personal preference, but I think that an aspect that is more compact is easier to use in play. Sentence-length aspects can have their place, but they end up with extraneous information that could be broken out into other aspects. This ends up making an aspect "too" useful when it comes to invoking, and it can make compelling difficult. For example, the above "Superb" aspect could easily have been written as "Raised By A Secret Council Of Scientists To Save The World From The People On It." This is still a valid aspect, but it also has a lot of information that can be overwhelming in play, and it limits the choices from the above paragraph as well.

Spelling out too much in an aspect is like creating too much of a backstory for your character. Yes, it gives your character a rich history, but it also takes some of the fun out of the story that is going to emerge during play. When you put more detail into the parts of your character that you are not going to play, it can inadvertently give you fewer options for your character when you get to junctions in the future. For my style of play, the emerging story of your character is much more important than what has happened before. It isn't unusual for the actions of your character to shape them in ways that you didn't expect when you created that character, and that is a good thing. Aspects can be changed during play, that is a part of using the Fate rules, but it is also good to not create your own road bumps in the emerging story.

Creating aspects is like any skill. The more that you do it, the better that you get at it. Think about the existing mechanics, as well as the story that may emerge during play. Craft your aspects accordingly to optimize both your approach to the mechanics and to the story.