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<blockquote data-quote="ThirdWizard" data-source="post: 6061022" data-attributes="member: 12037"><p>In my upcoming D&D game, what I'm looking to do is add three aspects (ala FATE) to characters: a High Concept (who are you?) a Trouble (what is your problem?) and a Renown (what are you known for?). The first two aspects are chosen by the player. The last aspect is based on how the character is viewed by the world. I think the Renown aspect will play well for D&D because PCs always want to be big shots (at least in my experience) and this gives them a chance for what the world thinks of them to really influence play through the aspect. It makes it really important. And they can't just define what they want it to be. They have to role-play that out and attain the goals they set for themselves to achieve the aspect. As the PCs evolve, so does the aspect.</p><p></p><p>I'll do the normal FATE stuff with the aspects, compel them and allow them to be invoked. I'll also give NPCs aspects, to use just as the PCs do. </p><p></p><p>What I'm not sure is if I should eliminate action points or roll them into action points. I never really liked 4e action points. They're just boosts, not really ways to influence the game. I like action points that are used for more nebulous things, like declarations. I might just kill off action points as they exist and let this take their place. I'll have to talk it over with my players more before making a final decision.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 6061022, member: 12037"] In my upcoming D&D game, what I'm looking to do is add three aspects (ala FATE) to characters: a High Concept (who are you?) a Trouble (what is your problem?) and a Renown (what are you known for?). The first two aspects are chosen by the player. The last aspect is based on how the character is viewed by the world. I think the Renown aspect will play well for D&D because PCs always want to be big shots (at least in my experience) and this gives them a chance for what the world thinks of them to really influence play through the aspect. It makes it really important. And they can't just define what they want it to be. They have to role-play that out and attain the goals they set for themselves to achieve the aspect. As the PCs evolve, so does the aspect. I'll do the normal FATE stuff with the aspects, compel them and allow them to be invoked. I'll also give NPCs aspects, to use just as the PCs do. What I'm not sure is if I should eliminate action points or roll them into action points. I never really liked 4e action points. They're just boosts, not really ways to influence the game. I like action points that are used for more nebulous things, like declarations. I might just kill off action points as they exist and let this take their place. I'll have to talk it over with my players more before making a final decision. [/QUOTE]
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