Random Fate Core thought of the day: Aspects.
The usual definition of aspects I see is that they define the character in some way. This is true, but I'm starting to think of them slightly differently. My new definition of the aspects of a character is closer to:
"If you were to write a story about this character, what are the things you would need to mention for it to feel like this character?"
I like Han Solo as an example. What would you need to mention in a story about Han Solo? Note that this changes over time, which is an important part of aspects and character development! For simplicity, I'll set the time at immediately before Episode IV.
So first off, he's a space smuggler. He's wanted by the Hutts. He's got a cool spaceship, and a big furry copilot. He also has an amazing tendency to get himself in trouble - things go wrong for him frequently.
If I didn't have those things, it wouldn't really feel like Han Solo. And that gives us a great list of aspects for him:
Han Solo
High Concept: Dashing Space Smuggler
Trouble: Owes Jabba
Aspects: Wookiiee Copilot
The Millennium Falcon
"I've got a bad feeling about this."
Thoughts? Other characters that come to mind? Am I completely insane?
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You capture his attitude, and his relationships in one fell swoop, AND free up another aspect slot for something else.
But Star Wars and also Raiders of the Lost Ark are full of examples of aspects used in this way.
For Solo it looks like you've captured most of his character, but another possible aspect for him might be. Shoots First.
+1s from +Fred Hicks are pretty much the ultimate affirmation that I'm starting to get it :D
I don't know if I'd consider "Shoots First" to be a good aspect for Han. It's more like a fundamental truth of the universe. Like gravity.
Han Shoots First is a truth of the universe. :) But there are quite a few other times where it shows up, lots of times it's as a compel, the trash compactor, rushing after the Stormtroopers, dinner with Vader.
As an extension of what Robert's talking about, and something I sometimes tell my players, is that, ideally, you should be able to read the Aspects for the character and not have to be told much else about the character. As a quick snapshot, ideally after hearing all 5, you can say, "Okay, I think I get who you're playing." You might need to say "Tell me more about what Aspect [x] means...", but that's still the Aspects serving their purpose as core pillars which help an outsider to quickly grok the character.