Choosing
Aspects
Aspects
can be both useful and dangerous, but they should never
be
boring.
Whenever
you choose an aspect, stop a minute to think about what kinds
of situations you can imagine using it
for, and what kind of trouble it might
get you into. The very best aspects suggest
answers to both those questions,
and an aspect that can answer neither is
likely to be very dull indeed.
When
you’re picking aspects, one of the best ways to determine that you
and the GM are on the same page is to
discuss three situations where you
feel the aspect would be a help or a
hindrance.
This
is especially handy if the GM suggests the aspect – she probably has
a pretty clear idea of what it means when
she suggests it, but that idea may
not be immediately obvious.
Example:
Sally Slick’s player, Tracy, decides to take the aspect
“Monkeywrench” since she figures it’s nicely reflective of
the character.
The
GM asks what sort of things it’ll be useful for, and
that it’s useful for her as an engineer,
since it’s indicative of her getting
in there and getting her hands dirty.
Even more, it’s useful for breaking
things, throwing a figurative (or literal!)
wrench in the works. Lastly, it’s
handy for whacking people upside the head
with a wrench, her weapon
of choice.
The
GM thinks that’s a pretty solid image, but asks if there’s any way this
might end up causing trouble for her.
off, and the GM asks if maybe it means
that because Sally’s so hands on,
it might occasionally come up when
dealing with people who plan things
without actually knowing how to build them.
Tracy
is lukewarm on the idea, so the GM lets it drop. The GM tries this
instead: How about if things can sometimes
just go wrong for Sally and
her plans – they have a “wrench” thrown
in them, so to speak.
that, but she wants it to be especially
about mechanical things. The idea
of things breaking entertainingly
appeals to her a lot, and the GM thinks
that’s pretty workable. With a little back
and forth, both Tracy and GM
now have a much better sense of how the
aspect will work in play.
Powerful
Aspects
At
first glance, the most powerful aspects would seem to be things that
are broadly useful with no real downside,
things like “Quick”, “Lucky” or
“Strong”, and a lot of players are tempted to go with those
out the gate.
Resist
that temptation!
See,
there are three very large problems with aspects like this: they’re
boring, they don’t generate action points, and
they surrender your ability to
help shape the story.
Boring
is a pretty obvious problem. Consider a character who is “Lucky”
and one who has “Strange Luck”. The latter
aspect can be used for just as
many good things as the former, but it also
allows for a much wider range
of possibilities.
You’ll
also want to have some room for negative results of aspects. This
may seem counterintuitive at first, but remember
that every time an aspect
makes trouble for you, you’ll receive a action
point, which is a pretty powerful
incentive.
To
come back to “Strange Luck”, it means that the GM can throw bizarre,
even unfortunate, coincidences at the
character, but you get paid for it. If
this doesn’t seem tempting enough yet,
remember that the GM is probably
going to do something bizarre to you anyway –
shouldn’t you benefit from
it, and have some say in how it happens?
And
that leads to the last point. When the GM sits down to plan an
adventure, she’s going to look over the aspects
of the players involved. If
one character has the aspect “Quick” and
another has the aspect “Sworn
Enemy
of the Emerald Claw”, which one do you think
suggests more ideas for the GM?
Your
aspects give you a vote in what sort of game you’re going to be playing
in, so don’t let it go to waste. If
nothing else, you have just established that
the Secret Brotherhood of the Flame exists
in the setting, and the GM will
probably turn to you for the details.
So
in the end, the most powerful aspects are easy to spot, because they’re
the most interesting ones.
If you consider that you want an aspect you can
use to your advantage but which can also be
used to generate action points,
then it’s clear you will get the most
mechanical potency out of an aspect
that can do both. What’s more, aspects that tie into the world somehow
(such as to a group, or a person) help you fill in the cast
and characters of
the world in a way that is most appealing
to you.
Bottom
line: if you want to maximize the power of your aspects, maximize
their interest.