Sunday, July 7, 2013

Handling Aspects for this campaign

Those of you who handed me character sheets, I'm going to type them up in the next couple days and e-mail you back to try and wrangle out the details.

I'm adding two additional free Aspects to every character sheet, over and above the Fate core rules.

Genre:
For those of you familiar with the old Central games, you'll know that every world has a basic description of how it works. For instance, if you went to a D&D universe, the genre would be 'high fantasy.'

Every character needs to have a Genre Aspect to define the nature of their home setting. This influences all of your Skills: unless you purchase a special Stunt, (as Mike and presumably Ben will be doing), your Skills suffer penalties when used in unfamiliar settings. For instance, if your home genre is 'Plain Old Earth,' your Drive skill will suffer some penalties in 'Old West Pastiche World,' and even harsher ones in 'Space Opera World' or 'Crazy West of Eden biotech world.'

You've all mostly called your home Genres - Chad, Kat, Liz and Tim all come from "Modern Earth as described in the Fortean Times," Mike comes from "Cinematic 1940s Adventure world," Ben comes from "Super High Tech Dimension Lord World," and John comes from "Gritty Supers world."

It is possible for a player to attempt to compel based on the Genre of the world they're in. (For instance: 'We're in a Gothic Horror universe, so there's obviously a wise woman who will be able to advise us about vampire hunting somewhere around town.')

Source of Power:
Extras typically need an Aspect slot devoted to why you can purchase them. In this case, I'm giving one Aspect slot devoted to 'why can you shoot web.' These have, again, mostly been called. I'm not mentioning so you worry about this, but so that you don't bother wasting an existing Aspect slot on it.

As discussed, your powers will suffer reduced effectiveness (greater difficulty to use and possible negation) in settings where they would not logically function. For instance, Mike and Ben may expect considerable difficulties in a D&D-esque High Fantasy setting.

Something I didn't bring up is that in some settings, you may receive a situational advantage due to a particularly appropriate concept. For instance, if you visit D&D-esque High Fantasy World, Tim's angel may receive temporarily enhanced capabilities, as angels in the setting are much more powerful than he normally is.

Anyway, that's the update for the day. Talk to folks soon, or feel free to drop me an e-mail early.

(Looking at how costs are structured in this game, upgraded Skill Pyramids and additional refreshes don't really cross - everyone will end up with access to both.)

P.S.:
 Don't worry too hard about your Phase 1-3 Aspects. We can decide most of them in play. I mostly need High Concept and Trouble from you to make sure I have any idea how to keep you entertained.

4 comments:

  1. Thus far, you're the only one we actually know for sure!

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  2. I think both of my these are actually pretty straight-forward. =D

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  3. Yeah, you're pretty well fleshed out there. I'll get back to you later with a proposal for powers. I also may have Chad's worked out sorta maybe.

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