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Highly detailed PC personalities?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5915835" data-attributes="member: 1165"><p>FATE handles this quite well with their Aspects system. It also helps tie the group together.</p><p></p><p>A typical aspect would be a negative and a positive in one. For instance, "Great Rage" (not the best name, no) could be tagged for combat aspects, but could also be tagged by the villain to get your PC to do something stupid.</p><p></p><p>Aspects are always player generated, and three-fifths of them are developed in association with the other players.</p><p></p><p>In order to tag their aspect to get a relevant bonus, a PC needs to pay a fate point; PCs usually have 5 or 10, but some systems have you pay permanent fate points for magic, etc. The downside acts like a "bribe". The DM can "bribe" the PC with a fate point to submit to the negative side of the aspect. If the player refuses, their PC has to give up a fate point. (A DM can even "up" the bribe, eg gain 2 fate points if you accept, lose 2 fate points if you refuse.) If a PC is running low on fate points, refusing the bribe can become dangerous, or even impossible. Certain self-destructive aspects (eg "The Alcoholic") would actually make sense in this system. A PC has gone through a lot, now they want to drown their sorrows (in order to get back those fate points, mechanically). Of course, if any sort of skill check, RPing or combat breaks out while the PC is drunk, they're going to pay for it.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5915835, member: 1165"] FATE handles this quite well with their Aspects system. It also helps tie the group together. A typical aspect would be a negative and a positive in one. For instance, "Great Rage" (not the best name, no) could be tagged for combat aspects, but could also be tagged by the villain to get your PC to do something stupid. Aspects are always player generated, and three-fifths of them are developed in association with the other players. In order to tag their aspect to get a relevant bonus, a PC needs to pay a fate point; PCs usually have 5 or 10, but some systems have you pay permanent fate points for magic, etc. The downside acts like a "bribe". The DM can "bribe" the PC with a fate point to submit to the negative side of the aspect. If the player refuses, their PC has to give up a fate point. (A DM can even "up" the bribe, eg gain 2 fate points if you accept, lose 2 fate points if you refuse.) If a PC is running low on fate points, refusing the bribe can become dangerous, or even impossible. Certain self-destructive aspects (eg "The Alcoholic") would actually make sense in this system. A PC has gone through a lot, now they want to drown their sorrows (in order to get back those fate points, mechanically). Of course, if any sort of skill check, RPing or combat breaks out while the PC is drunk, they're going to pay for it. [/QUOTE]
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