Fred ran a one shot Star Wars game the other night night, using a Fate hack he’s been working on. We had a ton of fun as a gang scoundrels and rogues one a mission for Maz around the time of the current films. I’m not a Fate player that often, and I don’t get to play with Fred nearly enough, so it was a win across the board. And, of course, it has me thinking about a couple of things, some of which may bubble up here, but one kind of struck me.
I’d given Fred a rough sketch for my character, and I’d thought about him some, but at the start of play I only had provided my high concept and trouble aspects. This is not much of a problem – coming up with aspects on the fly is something I’m comfortable with – but it made me think a bit about how I do it, and I figured I’d share here in case it’s of any use to anyone.
My first aspect is my go to. It’s omething that so clearly reflects what my character is that I’ll be able to use it almost any time. This is usually the high concept, and frequently is some manner of broad role. In last night’s game it was Grumpy Old Soldier (Sol was his name) and it served the purpose well. It’s easy to express, and it was a fallback aspect on almost any soldiery situation, which was most of them for me.
#2 is my hook for the GM. It is something that I feel like if the GM knows she’ll have an easier time planning scenes or putting hooks in scenes for me. This is *probably* my trouble, but it might not be because I also have #3. Ideally I want the “if this, then that” to be implicit in the aspect, so the GM knows full well that if they lay down *this* then I will *that*. In this case it was Doesn’t want to care, but ends up caring. Sharp eyes will notice that is different than the card (which says Does Not Care About You) because that was the public facing side – the reverse simply said “This is a lie”.
#3 is my Fate Point generator. This aspect is more or less carte Blanche for the GM to complicate a scene, and the specifics of the aspect communicate the *flavor* of the complications. It can be generalized (last night I had Worst. Fucking. Timing) if you have a flavor in mind, but another great way to set this up is as a consequence for past actions. One of the other players last night had an aspect that was effectively (“I stole a lot of money and a lot of people are mad”) which proved a font of complications.
#4 is what I consider the contextualizer. At this point I have enough of a sense of the character to be able to think “if I described the character to someone, what part of their story am I not telling here?” Then add an aspect to reflect that. Put another way, this is the “backstory” aspect, and it usually complements and expands on (or otherwise relates to) the high concept. For me it was Imperial Elite, Republic Trash – he’d come from an imperial (formerly republic) military family and was fresh to the service when the Empire fell. There’s a longer story, of course, but I don’t need to tell it all at once now that I have an anchor point for it.
#5 s the wild card. No guidance here, this is the slot to keep flexible (and maybe even fill in on the fly if your GM goes for it). I often look at this as my slot to see what the *table* needs, and if I can use it to connect to other players, that’s perfect. If the game is a one shot, then it might just duplicate another category. If it’s a campaign, then it might be something that reflects a long term goal. In this case it was a bit of history based on a prompt Fred gave (“What’s a battle that sticks with you”), so I went with The Bloody Streets of Corsucant, since he’d been there and on the imperial side when the empire fall, and it wasn’t all singing ewoks.
That’s my fast and loose approach. I should note, I rarely sit down and run through the list when I make aspects. Rather, the first couple aspects often suggest themselves naturally, but then I end up thinking about #4 and #5 or so. At that point I do a quick mental inventory to see if I’ve hit all these notes. Do I have a generator? Have I anchored my backstory? That is when these become useful prompts.
Final Caveat – this is just an approach to this. I’m not suggesting it’s optimal, it’s just a tool that might see some use. Use it, abuse it or discard it, but hopefully, it’s handy for at least some folks.
Thank you for sharing this.
My players often get stuck defining aspects and this might be a very helpful method.
As I am currently preparing a Star Wars game of my own, I would als be interested in the rules hack used. Can you spill some details here as well? Was it aspect-only?
Cheers, David
>Sharp eyes will notice that is different than the card (which says Does Not Care About You) because that was the public facing side – the reverse simply said “This is a lie”.
This is a VERY interesting idea and I’d love to see you unpack it a bit. I haven’t run into the idea of having a public-facing “fake” aspect before. How did that work in in the game, from your angle, the other players’, and the GM?
It was mostly color. I wasn’t really keeping it secret, and it was an obvious trope in play – I just found it funny to do it that way. May try it more seriously in the future, though!
I run a lot of fate games online and I typically tell the players to choose aspects in a very similar fashion. Specifically;
High Concept (adjective, species, profession)
Trouble (I like the term “fate point generator” a lot!)
Relation (to another character or organization)
Talent (typically a permission for a stunt or extra)
Quest (something that ties the character to the campaign goal)
I like what you did here and I feel that it validates my method a bit more knowing that an industry leader has a similar approach. Thanks for sharing.