"There's too many aspects to keep track of!"
Okay, so in another conversation with +Cameron Corniuk, this came up, and I was looking for information on it. Mostly because I've heard this a few times, but it's not something I've ever personally encountered, and am trying to understand if I'm missing something, or if I have something to share, or what the case may be.
One of Cameron's examples was that in a game with four players, you automatically have twenty aspects in play. So I'll start with that. And he's absolutely right, and that's too many to keep track of.
Which is why I don't, as either a player or a GM. As a player, I've never felt any need whatsoever to keep track of the aspects that my fellow players have. I trust that they'll inform me if there's something applicable.
But even as a GM, I don't "keep track of" aspects, per se. I write them down. And since aspects don't really "do" anything until triggered in some way (mostly), I don't really worry about them.
So what happens then is that I'll either look for something to invoke or compel. Possibly Create Advantage of, as well. Then I do a quick scan over what's available, see if there's anything appropriate, and trigger off of that.
I'll usually keep a few situation aspects in mind, that are the most relevant, but that's about it. At no point do I ever try to keep 20+ aspects in mind.
What experiences have others had with this?
20130723 There’s too many aspects to keep track...
Shared to the community Fate Core - Public
And as a GM, I try to make a point of periodically going "hrm, is there anything I can compel here" and glancing over the list.
BTW, I'm not saying you're wrong, I'm just trying to put out my view of it, and understand yours a bit more. I do agree that some kind of reference on the aspects (be it 3X5s, a whiteboard, or a virtual playmat) is pretty much indispensable.
- The High Concept
- The Trouble
- The "Hook"
The "Hook" is the aspect I pay attention to (which might not be the High Concept or Trouble but sometimes is) when figuring out how I'm planning on complicating that character's life and making the plot relevant to her.
The Hook changes from session to session or story to story. I don't worry too much about the rest.
The trap is the idea that you have to know all the aspects all the time. You don't. One reason the High Concept and Trouble are called out is so the GM can short-hand what she must know about the PCs to just those two items. Everything else is a bonus and the responsibility for staying aware of 'em is something that can and should be shared with the players.
Just the other day I was in a game with +Leonard Balsera and the biggest compel we saw in the first (and only) hour of play was one he proposed on one of his non HC/non Trouble aspects. That's as it should be.
The GM ain't going it alone. We're all in this together.
Toward that, consider getting your feet wet with FAE-style chargen where you start with only 2 or 3 aspects per character and add more over time. That cuts down on the initial character detail, but it also reduces the info load. Of course, it also loses the phase trio, which is a serious loss... but you can do that as a way to make the 2nd game even better than the first!
But, yeah, players need to carry part of that weight.
Also, I find this is something, like knowing the lyrics to a song you've heard a lot, that gets better with time. Given enough repetition, even if you don't remember the precise wording of an aspect, you remember the idea well enough to be like, "Hey, don't you have that smug bastard aspect or whatever?" Just like you remember any emergent character details as a campaign goes on.
I had a cheat sheet with the Aspects on it but i could not watch it all the time.
The players thankfully helped me frome time to time.
And in most other RPGs there's a lot less incentive for the players to help you by reminding you about a character flaw or the like.
In short, my not so humble opinion is that the 'Too many aspects' complaint is absurd.
Hell, most AD&D games I've had have more data points per character than that.
And as others have said, you don't really need to actually have them all ready to go on the spot.
The longer you play with a group, the easier it gets because you start to
know the aspects. I would prefer a shorter list ( which is why Core is good
because it reduces the number of Aspects) however there are times when it
definitely gives you options you hadn 't thought about.
If a player is in a spotlight moment , it's also quite handy to have all
their stuff on one tab. Click. Now you have a while list too complicate
their moment with in an interesting manner.
And some aspects are kind of like that. But in general, memorizing every aspect is like memorizing every spell, power, ability, feat, or whatever in D&D for every character. It's just not necessary.