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Characters are too vanilla! Let's spice them up!
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<blockquote data-quote="Rechan" data-source="post: 5656854" data-attributes="member: 54846"><p>My favorite system that uses this is Fate 3.0 (the Dresden Files RPG, Spirit of the Century, etc) and there, character traits are referred to as Aspects.</p><p></p><p>A character gets 7 Aspects that define their character like "Stubborn as a Mule" or "Chivalry isn't dead, damnit". Players write their own aspects, as opposed to picking them out of a book. These are characteristics that define who the characters are. </p><p></p><p>When one of these character aspects would qualify in whatever they're doing, the player can tag one and get a large bonus. Such as if he has the "Ladies Man" aspect and wants to lie to a female NPC, he could tag it and come off as smooth and distracting, letting him lie.</p><p></p><p>However, the GM can also tag those aspects to entice players to do things that would complicate the story. For instance, let's say there's a femme fatale that the group doesn't trust. She attempts to for whatever reason seduce the PC with the "ladies Man" aspect. The player is having none of it <em>but</em> the DM tags his "Ladies Man" aspect.</p><p></p><p>Now either the player gets a mechanical bonus he can use later to do something, or he gets a mechanical penalty the player can choose to take if he does not go with with the action the DM is tagging (similar to how in your example the PC with Loyal has to go back for the downed NPC).</p></blockquote><p></p>
[QUOTE="Rechan, post: 5656854, member: 54846"] My favorite system that uses this is Fate 3.0 (the Dresden Files RPG, Spirit of the Century, etc) and there, character traits are referred to as Aspects. A character gets 7 Aspects that define their character like "Stubborn as a Mule" or "Chivalry isn't dead, damnit". Players write their own aspects, as opposed to picking them out of a book. These are characteristics that define who the characters are. When one of these character aspects would qualify in whatever they're doing, the player can tag one and get a large bonus. Such as if he has the "Ladies Man" aspect and wants to lie to a female NPC, he could tag it and come off as smooth and distracting, letting him lie. However, the GM can also tag those aspects to entice players to do things that would complicate the story. For instance, let's say there's a femme fatale that the group doesn't trust. She attempts to for whatever reason seduce the PC with the "ladies Man" aspect. The player is having none of it [i]but[/i] the DM tags his "Ladies Man" aspect. Now either the player gets a mechanical bonus he can use later to do something, or he gets a mechanical penalty the player can choose to take if he does not go with with the action the DM is tagging (similar to how in your example the PC with Loyal has to go back for the downed NPC). [/QUOTE]
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Community
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Characters are too vanilla! Let's spice them up!
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