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Post by bloodsparrow on Jan 3, 2012 9:23:35 GMT -8
In the old boards there was a discussion on aspects. How to make them, how to use them and basically what they're all about.
I'm a few sessions into a Diaspora game with a new group, and I have to say that (for me) coming up with aspects (catchy ones, that make people smile, nod knowingly or laugh) is like my favorite thing to do so far in that system.
So... Yeah... Aspects. Discuss.
(I really should have thought about where I was going with this before posting...)
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Deleted
Deleted Member
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Aspects
Jan 30, 2012 13:39:25 GMT -8
Post by Deleted on Jan 30, 2012 13:39:25 GMT -8
I also dig all aspects of Aspects: making them spiffy, powering them with fate points... however, I get tripped up trying to keep track of all aspects across all players as the GM. Now that stretches me.
One thing that I haven't gotten straight yet: Does a player have to declare and use an Aspect to gain the +2 bonus *before* making a roll or does the player use the Aspect afterwards? Or does it matter? It's fun either way but with both options available it's not quite as much fun.
And Diaspora? I'm jealous. "Frame", "Data", and "Heat" are cool concepts. Does social combat work out to be as fun as it looks?
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Aspects
May 15, 2012 6:14:28 GMT -8
Post by malifer on May 15, 2012 6:14:28 GMT -8
I think Fate would be the greatest beginner Rpg because it really is the closest to playing pretend with a basic set of rules.
Sadly, I am a grognard and trying wrap my head around concepts like aspects was difficult at first. Once I realized I was coming at the game from the wrong angle and had to forget what I knew it became a breeze.
I was the only one to read Spirit of the Century in my group. When I ran character creation, I created a character with my PCs to help show them how it worked. I made a stupid, fish out of water NPC so I could utilize him as a tutorial in the first game without stealing the PC's thunder. At first it was a little tricky with some player just choosing the examples I had printed off the wiki.
However once I started just making stuff up, most of the players really got into it. I would also re-word Aspects to make them more flavorful.
My Character Kahuna Jones is a Tarzan-type from Hawaii and he was a guest star in The Disco Kid's adventure fighting a group of Jazz Nazis. (I ignored the born in 1900 fluff, my player wanted a time traveler from the 70s)
So at first I said the Kahuna tried to help the Disco Kid fight the Jazz Nazis, but the Disco kid had to save him because Kahuna Jones and let the main Musician get away because Kahuna had a aspect weakness of "LOUD NOISES".
But then realized it was much funnier and fluffier to change it to "ALL THAT JAZZ".
As far as the question to whether or not you allow Aspects after the roll. According the Spirit of The Century rules on pg 38,
Invoking an Aspect can be used to either:
Pick up all the dice you rolled and re-roll them.
Leave the dice alone and add 2 to the results.
Just remember that the Villains can also do this too.
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willh
Journeyman Douchebag
Posts: 220
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Aspects
May 15, 2012 9:53:58 GMT -8
Post by willh on May 15, 2012 9:53:58 GMT -8
I also dig all aspects of Aspects: making them spiffy, powering them with fate points... however, I get tripped up trying to keep track of all aspects across all players as the GM. Now that stretches me. Don't try two. Pick one character who you are going to spotlight that session, then pick one or two aspects from each other character to tie them in. If you see an opportunity to compel other aspects, great. If you don't the players will usually find a way to get themselves into trouble to earn FATE points. Just make sure they are not shy about pointing it out. You always decide after the dice are rolled. But, the aspect needs to fit, so if you want to use something that may not seem to apply to the roll you will want to make sure you work that in ahead of time.
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Deleted
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Aspects
May 15, 2012 10:31:45 GMT -8
Post by Deleted on May 15, 2012 10:31:45 GMT -8
Aha, so it's all post-roll. Thanks for the replies. Man, why didn't I get that?
Focusing in like that sounds like what I wound up doing, and it's nice to know someone else does that, but I felt like I was missing potentially great but overlooked Aspects. Would taking 10-15 minutes and writing out all of them on a whiteboard for all to see do anything to improve this in your experience?
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