Choosing Aspects

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Aspects are:

  • What you ARE more than what you can do
  • Hooks & footholds for your character.
  • Your most explicit way of telling the GM “This is what I want to see in the game”
  • Relationships (Mama’s Boy, Apprentice to Ancient Mai)
  • Beliefs (The Lord Is My Shepherd, Nothing Is Forever)
  • Catchphrases (Can’t Keep My Mouth Shut, “It’s Not My Fault!”)
  • Descriptors (Wiseass Wizard, Rugged as the Road)
  • Important Items (Sword of the Cross, My Mother’s Pentacle)
  • Pretty much anything else that paints a vivid picture of the character (Big Man On Campus, Anger Is My Constant Companion)

A good Aspects should:

  • Be evocative
  • Be more than just a single word/adjective
  • Be quick to say, understand, & remember
  • Be able to describe your character in a nutshell
  • Suggest interesting complex ways they could be used on their own and with other aspects you or others have
  • Be both helpful and dangerous to your character
  • Have a 3-5 ways you envision them being invoked and/or compelled

When having trouble choosing an aspect it helps to think of:

  • a Phrase, Person, or Prop
  • either a Situation you want to come up or something tied to you in the Story
  • a group of ways you would like to do and work backwards from there

Situation aspects are often phrase aspects. They provide a set of expectations for the kind of stuff you’re going to see happening whenever that character is around. These are reliable, schtick-like qualities that make a character more vivid and interesting and eventually create a sense of familiarity, investment, and sympathy

Story aspects are most often people and prop aspects and represent those elements of the game world that your character is tied to. They provide a set of the likeliest candidates to bring trouble and/or help to your character’s door and provide a reason for him to go out into the night. They provide a ready source of material for the game that involve your character personally from the get go.

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Choosing Aspects

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