Fate SRD

Mar 18, 2013 Rob’s Guide to Writing Good Aspects...

- March 18, 2013 at 12:56 AM -0400 - Updated: March 18, 2013 at 1:00 AM -0400
Rob's Guide to Writing Good Aspects:

(This seems to be one of the recurring things people, especially new people, have problems with, so I thought I'd toss my ideas in the ring as well.  Please feel free to tell me if there areas that this could be improved in, or are flat out wrong)

Poor aspects
Lots of people new to Fate think of aspects in terms of defining what their characters can do, as Merits/Feats/Advantages work in other systems.

Try not to think of aspects in this way, it tends to create poor aspects.  Instead, the best overall view of aspects is "what would I want to see in a story about this character?"

Specifically, things that can be handled with skills or stunts should be handled as skills or stunts.  You don't need a Good Shot aspect to hit people with a gun - that's what the Shoot skill is for.  And if you want to be a great sniper, an appropriate stunt will do the job much better than an aspect will.

On the other hand, The White Death http://en.wikipedia.org/wiki/Simo_H%C3%A4yh%C3%A4 is pretty darn interesting, and the story of what happens to him after, or during, the war would be pretty interesting.  It also covers a few other mechanical areas that simply Good Sniper doesn't.

Now, what a good aspect is becomes a bit harder to define, especially without a solid understanding of what aspects do.  Don't worry, I'm not going to dive too hard into the mechanics here, as my goal is to make these ideas understandable with as little game jargon as possible.

What do aspects do?
To write a good aspect, it's fundamentally important that you understand what they do in game.  While this may depend on a number of things, aspects on character typically do one or more of five things:

1) Grant permission
2) Make you awesome doing some things
3) Hinder you in some circumstances
4) Complicate your life
5) Create setting

We'll cover each of these, and why they're important.

Grant permission

One of the common uses of aspects is to "grant permission" to do certain things that the majority of people can't do.  This is probably the vaguest of the four uses of character aspects, so I'll try to clarify with some examples.

Most people can't use magic, but a Wizard Private Eye can.
Most people can't use the Force, but The Last Jedi sure can.
Most people can't go into the palace and talk to the king, but The Brother of the King sure can.
Most people can't find the assassin's guild, and certainly can't get in, but An Assassin in Good Standing can.

As you can see, a lot of times a 'grant permission' aspect follows the formula "Most people can't <blank>, but <aspect> can".

If you've got an aspect in mind, think of whether or not it gives you any kind of permissions.  If not, that's fine - not all aspects do.

Make you awesome doing some things

The most common use of an aspect is probably to make you more awesome doing things.  When coming up with an aspect, try to think of things that your character might fail at if the aspect weren't true.

"My character might have missed that shot, but The White Death doesn't miss."
"I may not have been able to defeat those stormtroopers had it not been for My Wookiie Copilot"
"I may not have been able to jump out of that carbonite trap had I not been The Last Jedi"
"They may have seen me try to sneak by, except for the fact that I'm One With the Shadows"
"I may not have been able to do what I want, but I'm a master of White Russian Diplomacy"

Hinder you in some circumstances

This is the exact opposite of the previous section.  Aspects under this category can cause failure when otherwise you may have succeeded.

Now, this is probably an odd concept.  Why in the world would you want to do this?

Aspects are triggered by Fate Points.  Each scene, the GM gets a Fate Point for each character.  If the GM chooses to use one against you on one of your aspects, you get that Fate Point at the end of the scene.

If the GM uses them on one of the NPC's aspects, you don't get them.

Now, rest assured that the GM will use his Fate Point budget on each scene.  It's just going to happen.  The only question is whether or not you get those Fate Points, one of your fellow PCs gets them, or if they just vanish into thin air.

That said, the template for "bad" aspect use is almost exactly like the "good" ones, so you can think of them in almost the same way.

"I probably would have talked the official into doing things my way, except that I'm obviously not trustworthy since I'm One With the Shadows"

"I would have been able to grab onto that ledge, except my Bionic Hand froze up"

"I would have been able to jump out of the trap, had it not been for my Lame Leg"

Complicate your life

And here's another one where it seems aspects are negative.  And the reason for why you want these is exactly the same - to get delicious, delicious Fate Points.

Occasionally, the GM can decide to complicate your life by using one of your aspects.  If you're The Last Jedi, then there are probably people hunting you down, and they very well might barge in on you at the most inopportune moments.  And when that does, the GM hands you a Fate Point (don't worry, there are ways to stop this from happening, but that's beyond the scope of this document).

Even without the Fate Point, wouldn't you be better off without these complications?  Well... think about it.  It's the GM's job to complicate your life.  It's what they do, or games would get really dull, really quickly.

So to see if this applies to your character, try and see if there are ways that this will complicate your life.  This is a bit different than the previous set of ideas, though, in that these situations aren't about directly helping or harming you at a task, rather they're about story-level complications.

For instance:
"Hunting down the bounty hunter got a lot tougher when a bunch of Imperials ambushed me since I'm The Last Jedi"
"It gets tough to work in this town, since the cops like to hassle the only known Wizard Private Eye"
"Man, I keep creating trouble for myself since I'm a Known Troublemaker"
"People keep trying to kidnap me since I'm The Brother of the King"

Creating Setting

This is probably the least important use of aspects, but it's still worth noting.  Since with an aspect, you declare something as true about your character, this is a good way to make things exist in the world because you want them there.

If you're a Guild Assassin in Good Standing, well, then, there must be an Assassin's Guild.

These are the types of things that your GM may veto, though, so keep that in mind.  But a lot of playing Fate is taking the ideas from everyone at the whole table and making an awesome story, so your GM should work with most reasonable ideas like this.

Actually making your aspect

Okay, now we've talked about what aspects can do for you.  How do you make one?

Lots of things can make good aspects - specific items, relationships with people or organizations, internal aspects of your personality, goals, or even catchphrases.  Someone who's Got a Bad Feeling About This is probably going to be right about those feelings at least some of the time!

So think of something that you think is interesting about your character, something you'd want to show up in a story about them.

Now, go through that list of how aspects are used, and see how many ways that you can think of to use that aspect.  The more, the better!  If you can think of at least three ways, you're in the right area.  If some of those help you, and some of those hinder you, you're on to something good.

Go broad in your aspects, not specific.  If you choose a relationship, consider a relationship that has a lot of implications.  _Brother of the King_ lets some things happen, but Exiled Half-Brother of the Tyrant King says a lot more!  For non-relationships, think of phrases that have both flavor as well as multiple connotations - Mrs Fixit has some obvious uses, but Monkey Wrench (one of my favorite all-time aspects) can be used all over the place - whether with hitting things with a literal monkey wrench, fixing things, or causing or being the recipient of a metaphorical "monkey wrench in the works".

Lastly, think of aspects with flavor.  Think of things that make you excited about the character, and show the character's personality.  _Troubled Life_ is kind of blah.  _Penchant for Trouble_ is a little better, but "I've Got a Bad Feeling About This" says a lot about the character.

And mostly, have fun.  This ain't rocket surgery. It's a game, and it's supposed to be a fun one.  And no decision you make is super-permanent - the vast majority of your aspects can be swapped out on a regular basis, so as you get a better feel for what is and is not coming into play on a regular basis, you can adjust your aspects so that they become more useful to you, or to reflect character development.

Simo Häyhä - Wikipedia, the free encyclopedia

Shared to the community Fate Core - Public
- March 18, 2013 at 1:22 AM -0400
This rocks!
- March 18, 2013 at 3:58 AM -0400
I saw a few examples in there I recognized. I see what you did there. Also you want to see the coolest dude ever? Check this guy out!
http://en.wikipedia.org/wiki/Joe_Greenstein
If ever there was a dude that needs to be a Fate character its this guy!
- March 18, 2013 at 6:07 AM -0400
Pretty much, Jake!  I happened to luck onto One With the Shadows, it certainly wasn't because of my awesome understanding of the game at that time!
- March 18, 2013 at 7:02 AM -0400
Okay, this is awesome. Thank you.
- March 18, 2013 at 9:39 AM -0400
Very good explanation. I may have to pass this around during character creation next Fate game. 
- March 18, 2013 at 9:44 AM -0400
I have a man-crush on +Robert Hanz 
- March 18, 2013 at 9:50 AM -0400
This is mostly awesome. I say mostly because it does in one instance run afoul of a problem we had at the table occasionally: aspect names that are too clever.

The White Death is evocative and awesome but it doesn't explain itself well. At a glance, it's hard to be sure what it is and therefore it will be hard to compel and hard to adjudicate for tags and what-not. Sometimes the end result is that it doesn't get used effectively despite being awesome.

I would highly recommend resisting clever aspect names, despite advice that seems to the contrary in Spirit of the Century. Be clear and get it into play.
- March 18, 2013 at 9:58 AM -0400
I think sometimes they end up being too short. "Those who have seen my work call me the White Death." might be better?
- March 18, 2013 at 10:01 AM -0400
+Brad Murray Yeah. Is The White Death a nickname? Is it a disease? Is it a nickname FOR a disease?
- March 18, 2013 at 10:10 AM -0400
I would take the middle ground - go for somewhat clever but also clear Aspect names. On the other hand it doesn't matter what they're called as long as all of the players know what they mean. On the subject of aspect names one of my players and I recently came up with "Gift Horse Dentist" which I rather liked. Ooh, here's a fun exercise - people could quote some of their clever aspects here and see if others can successfully identify what they are for.
- March 18, 2013 at 10:30 AM -0400
great article!
I'll translate it for my blog.
- March 18, 2013 at 10:30 AM -0400
great article!
I'll translate it for my blog.
- March 18, 2013 at 2:27 PM -0400
Love to see these suggestions for us Noobs! I need to save this somewhere for the day I finally get the chance to play this game...
- March 18, 2013 at 2:40 PM -0400
+Brad Murray, I understand where you're coming from.  I think the aspect is fine, though, with the assumption that the table understands what "The White Death" means, which would ideally happen during the Phase Trio.

"Yeah, Simo helped out during Joebob's story by being the most fearsome sniper the area had known.  He was able to massively thin the Soviet forces, and they were so focused on finding him that it enabled Joebob to slip behind enemy lines easier.  Because all of this happened in the winter, he got the nickname The White Death."

I'll admit, it could be problematic for someone just looking at a character sheet, but I think it's probably fine at the table, presuming that something like the above happens - and it would be a very strange Fate game where you didn't do something like the above, anyway!

However, it's a good point, and may need some clarification in the post.  I'll think about how to work it in.
- March 18, 2013 at 4:51 PM -0400
Would you let me reproduce this on our game's wiki, as a guide?
- March 18, 2013 at 4:53 PM -0400
Absolutely, +Jin Shei!
- March 18, 2013 at 5:01 PM -0400
- March 19, 2013 at 2:32 AM -0400
If you are expecting other players that don't know the backstory or you are doing a con game you could do a quick description of any hard to understand aspects. I like the old wiki on SOTC. It had a linked list of Aspects and the link gave a good/short description of how you would use the aspect, how you would invoke and how you would compel. You wouldn't have to spend more than a paragraph.
- March 25, 2013 at 10:28 AM -0400
 A good explanation of what aspects do, and what makes 'good' aspects.
- March 26, 2013 at 9:58 AM -0400
Ey +Robert Hanz, I'm going to translate your guide to Spanish and publish it in my blog. Obviously, I'll credit you.
I find it so usefull...I must do it. I'll send you the link if you want.
- July 16, 2013 at 1:57 PM -0400
Very useful... Could I put this on my blog after translation in future. Obviously, you'll be credited.
- July 16, 2013 at 3:02 PM -0400
I love this post!
- July 16, 2013 at 7:43 PM -0400
Very good descriptions Robert. I think i will bring this with me for our first session. I think it will help both me and the players a lot. Thank you for sharing :)
- July 24, 2013 at 9:48 PM -0400
This whole post is made of win. It has been one of the most helpful posts I have seen as far as how it relates to each facet to an "aspect" and how it can contribute to a game.

Thanks so much for sharing this! I'll likely be referring this to my profile for further sharing and direction for those who need similar creative direction.
- July 28, 2013 at 11:32 AM -0400
This is great!
- August 11, 2013 at 9:54 PM -0400
Incredibly useful. 
- September 03, 2013 at 2:18 PM -0400
Thanks for sharing this article! It's very useful!
- November 23, 2013 at 3:06 AM -0500
Brilliant and handy info!  :D
- April 23, 2014 at 1:29 PM -0400
Great advice!!!
- July 03, 2014 at 10:07 PM -0400
.
- September 27, 2015 at 2:32 PM -0400
Wow. Very good work.
I'm an italian player of Fate Core Sistem and i translate this article for my conutry. Thanks.
- April 13, 2016 at 8:46 AM -0400
Bookmarked!
- March 27, 2018 at 2:37 PM -0400
Great advice!