Aspects
Characters
have a set of attributes called aspects. Aspects cover a wide
range of elements and should collectively
paint a decent picture of who the
character is, what he’s connected
to,
and what’s important to him. (By contrast,
skills could be said to paint a similar
picture of what the character can
do.) Aspects can be relationships,
beliefs, catchphrases, descriptors, items
or pretty much anything else that paints a
picture of the character.
Scenes
also have aspects. Aspects in this context serve as a compact way
to describe the relevant details of an
environment, and can be used by the
characters present in the scene. See Encountering
Other Aspects, page 40,
for more.
In
terms of game rules, aspects are the main avenue by which a player gains
or spends action points, a
kind of currency that can be spent for bonuses or
earned when aspects cause problems for the
player.
Some
possible aspects for characters include:
Quick Witted First
on the Scene
Sucker
Girl in Every Port
Rugged
Silver Spoon
Irish
Big Man on Campus
“You’ll never
take me alive!” Ivory Tower
Stubborn
Honest
For
many, many more examples, see the Sample Aspects
section.
Picking
Character Aspects
More
than anything else, aspects are a player’s most explicit way of telling
the DM, “This is the stuff I want to see in
the game”. If the player picks an
aspect like “Death Defying”, then he should be
able to fully expect that the
DM
will put him in death-defying situations. DMs should want
players
to
use their aspects; players should pick the
ones they want to use, and DMs
should encourage them to choose aspects that
will be both interesting and
useful.
Once
a player decides on an idea for an aspect, he needs to figure out what
aspect name best describes what he intends;
there are usually many possible
names for a desired aspect, which can make
this choice somewhat
difficult. However, most of the time, an aspect
is going to be a phrase, a
person or a prop.
A phrase
can
be anything from a descriptive phrase (“Strong As An
Ox”)
to a simple descriptor (“Strong”), or even
a literal quote (“No One Is
Stronger Than HERCULOR!”).
Phrase aspects come into play based
on how well the situation matches them; a
colorful phrase adds a lot of
flavor and innately suggests several different
ways to use it. This potentially
makes phrase aspects some of the most
flexible aspects in the game.
A person
can
be anyone important to the character. A friend, an enemy,
a family member, a sidekick, a mentor –
as long as someone matters to the
character, he makes an appropriate aspect. A
person aspect is most easily
used when that person is in the scene with
the character, but the aspect
can come up in other ways, depending upon
the person’s history and relationship
with the character. For example, if a
character has his mentor as
an aspect, that aspect might be useful for
things his mentor would have
instructed him on.
Props
are
things, places or even ideas – anything external to the character that
isn’t a person. A prop can be useful if it’s
something the character has with him,
or if it’s the crux of a conflict, but it
may also imply things about the character,
or even be useful in its absence (if only
I had my “Trusty Toolbox”!). These
three categories of aspects aren’t hard and
fast. An aspect like “Jet’s in Trouble!”
has elements of both a phrase and a person,
and that’s just fine. We’ve just
provided these categories to help provide a way
to think about how to frame
aspects.
Why
Would I Want a Bad Aspect?
You
may have noticed that a number of the aspects throughout this article
are “bad” aspects – they indicate a downside
for a character, either in their
directly negative connotations, or in their
two-edged nature. Aspects like
Drunkard,
Sucker, Stubborn, and Honest all suggest situations where the
character will have to behave a certain way –
making an ass of himself at
an important social function, falling for
a line of bull, failing to back down
when it’s important to do so, or speaking
truth when truth is the path to
greatest harm.
So
why put such aspects on your sheet if they’re only going to make trouble
for you? Simple: you want
that
kind of trouble.
On a
basic, game-rules footing, “bad” aspects are a direct line to getting
you more action points – and action points
are the electricity that powers some
of the more potent positive
uses
of your aspects. We’ll get more into how
aspects can generate and use action points
later on in this chapter.
Outside
of just the rules, a “bad” aspect adds interest and story to a character
in a way that purely positive aspects
cannot. This sort of interest means
time in the limelight. If someone’s trying
to take advantage of the fact your
character’s a Sucker, that’s an important point in
the story, and the camera’s
going to focus on it. “Bad” aspects also
immediately suggest story to your
DM;
they tell her how to hook your character in. From the perspective of
playing the game to get involved and have fun,
there’s nothing but good in
this sort of “bad”.
Clever
players will also find positive ways to use “bad” aspects. The
Drunkard
might get looked over more easily by prying eyes as “just a
drunk”; someone who’s Stubborn will be more
determined to achieve his
goals. This brings us the “secret” truth
about aspects: the ones that are most
useful are the ones that are the most interesting.
And interesting comes
most strongly from aspects that are neither
purely
good nor purely bad.
As a
rule of thumb, when picking an aspect, think of three situations where
you can see the aspect coming into play. If
you’ve got one reasonably
positive situation and one reasonably negative
situation out of that set,
you’re golden! If they’re all of one type, you
may want to reconsider how
you’ve worded your aspect – try to put a
little of what’s missing in there.
Ultimately,
though, one aspect that’s “all good” or “all bad” isn’t that
much
of a problem, so long as you have a good
mix throughout your whole set.
Jazzing
It Up
Aspects
are one of the major sources of flavor for your character; they’re
the first thing a DM will look at on your
sheet when trying to work out
what sort of stories to throw you into. This
is powerful juju, and the best
part is, you are in total
control
of it with the words you choose for your
aspect.
Whenever
you’re writing down the name of an aspect, ask yourself, “how
much flavor does this aspect suggest?” If it
seems fairly colorless, then you
might well be off the mark, and it’s time to
kick it up a notch. Certainly,
don’t feel like you have to do this with every
aspect
you take, but if your
character is served up as a bland dish, you may
discover that your DM is at
loose ends for keeping him involved in the
story.
A
few “good – better – best” examples are pictured here.
Bland Tasty
Bam!
Strong Strong as an Ox Man of Iron
Dark Past Former
Cultist Eye of Anubis
Swordsman Trained Fencer Trained by Montcharles
In
each of these cases, the “bland” option certainly suggests its uses, but
doesn’t really jump off the page as something
that suggests story. The
“tasty” option is certainly better by dint of being more
specific; both DM
and player can see some potential story
hooks in these, and they serve to
differentiate themselves interestingly from their
blander predecessors. But
the “bam!” options are where it’s at.
“Man
of Iron” could easily be the phrase others use to identify the character,
and suggests more applications than simple
strength. “Eye of Anubis”
names the cult the character was once a part
of, sends the DM looking
to ancient
the map. “Trained by Montcharles”
gives the player plenty of opportunity
for flashbacks to his time with Pierre Montcharles, which may include lessons
and history that don’t just
have
to do with fencing, and also hints at
the possibility of Pierre himself showing
up in a story down the line. So
when you pick an aspect, ask yourself: is
this bland, is this tasty, or is this
“bam!”?
Story
vs. Situation
Here’s
a point to follow on the previous ones: more often than not, aspects
tend to divide into another set of two camps
– story and situation –
and
it’s a good idea to make sure you have
aspects of each type.
Story
aspects
suggest one or more sources for stories involving the character,
by bringing in an external
element
from the world at large. People
and prop aspects are almost exclusively
story aspects. Phrase aspects might
be story aspects, but if they are, it’s
usually because they mix in some elements
of the other two Ps. You can most easily
identify a story aspect by
asking yourself if the aspect, independent of
the character, is something
other characters might interact with, affect,
and change. Strange cults, lost
artifacts, enemies, hidden lairs, foreign lands,
spouses, and more, all fit into
this category.
Situation
aspects
suggest the kind of situations a character might be in
much more than they suggest the origin
of
those situations. Phrase aspects
fall strongly into this camp, and they
operate as a statement to the DM of
the style of stories the player wants his
character to be in. Phrase aspects
like “Nick of Time”, “Stubborn as a Mule”,
and “Last Man Standing” all
suggest vivid situations – ones which should
rightly repeat themselves over
the course of playing the character – but
don’t really suggest the context of
those situations.
We’re
taking a few moments to focus on the split between story and situation
aspects, because it’s an easy one to miss if
you’re not looking for it.
You
can very easily fall into the trap of creating a character who
only has
situation aspects. On the surface, situation
aspects may be more attractive,
since they usually apply in a multitude of
circumstances; certainly, you’ll
want to have at least a few situation
aspects in your repertoire.
But
if situation aspects are all that
your character offers to the game, you
run a real risk of being difficult to hook
into the bigger storyline. This is
why you should be certain to include a few
story aspects on your character.
Fundamentally,
story aspects offer easy hooks to your DM to pull you into
her story. You want this, since you came to
the party to play the game. But
it’s more than just that. By providing story
aspects, you’ve provided some
things which exist separately from your
character. At the core of it, this
means you’ve helped to build the game world.
You’ve got ownership and
stakes in the bigger picture. The DM will be
grateful to you for it, and that
kind of gratitude pays out in the form of a
more satisfying game.
Getting
On the Same Page
You
may have noticed that, so far, we’re using a lot of ink to talk about how
your aspects communicate things about your
character to the DM. We
mean it. Out of all the things in the game,
aspects are probably the clearest
message you can send to the DM about what you
want from the game,
short of walking right up to the DM and
saying so. Also, in all likelihood,
the DM is going to have copies of your
character sheets when you’re not
around, so the aspects you’ve picked are going
to represent you in absentia.
Once
you’ve picked all the aspects for your character, take a step back and
look at them as a whole, and ask yourself if
they make the kind of representation
you’d want them to. If they don’t, change
them!
By
themselves, aspects can’t say it all, of course, and it’s
important to
remember that. Short of making each aspect a
paragraph or essay, you’re
dealing with a few short, catchy phrases and
names here. You want them
reasonably short, because you want to be able to
talk about them casually
without running out of breath.
But
the brevity of an aspect’s name means some things are left unspoken.
Take
the time with the DM to speak these unspoken things when you can.
Both
the player and the DM should look at an aspect not as the end of an
idea, but the start of one. You’re both
going to bring your own ideas of
what the aspect means to the table and, at
least to some extent, you’re both
right. Usually this works out fine – the combined
perspectives make the
whole greater than the sum – but sometimes
the DM and the player will
have a radically different idea of what the
aspect entails. Be clear with one
another, and figure out how to iron out any
differences – ideally, before the
action
points start flying.
That
said, after you’ve gotten one or more sessions of play under your belt,
you might feel like you’ve picked one or
more aspects that don’t “feel right”.
We’re
sympathetic to that, and your DM should be, too. If an aspect doesn’t
seem to be working out well for you, you
should feel free to ask your DM
if you can change it.