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Kill Monsters, Take Stuff, THEN WHAT?
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<blockquote data-quote="ashockney" data-source="post: 5234678" data-attributes="member: 1363"><p><strong>Aspects</strong></p><p></p><p>So, as a fan of podcasting, I've heard a lot about using indepedent RPG publisher ideas to improve the storytelling components of rpgs for several years. Further, I've purchased several and been impressed by their concept, and I was a huge fan when 4e introduced the concept of skill challenges that complemented this thinking. I've been expanding this thinking recently to include aspects and quirks, which work similiar to the fate game system. I've grouped this up significantly to simplify for my D&D players. </p><p></p><p>Examples of aspects include:</p><p>Profession</p><p>Skill, Expertise, Mastery</p><p>Training, Tactics, Strategies </p><p></p><p>Relationship</p><p>Favor, Contact, Partnership</p><p>Hireling, Henchmen, Follower</p><p>Treaty, Alliance, Allegiance</p><p></p><p>Resource</p><p>Armor, Weapon, Mount</p><p>Trade Goods, Supplies, Supply Networks</p><p></p><p>Players have the ABILITY to develop aspects that will enhance their influence, however, they must be wise, disciplined, and fortunate in the use of their limited income and resources.</p><p></p><p>Aspects from the profession category will demonstrate a character’s ability to accomplish strategic tasks through the use of education, skills, or training in a campaign. Examples of profession aspects in a typical medieval campaign include: Merchant, Sage, Mason, Surgeon, Sailor, Craftsman, Miner, Farmer, Hunter, and Spy. </p><p></p><p>Aspects with the relationship category represent the player's influence on the campaign through the use of their family, relationships, association, membership, royalty, title, friendships, colleagues, affiliation, allies, hirelings, henchmen, and followers.</p><p></p><p>Aspects with the resource category represent the players ability to influence the campaign through their resources including their wealth, equipment, tools, possessions, keeps, castles, manors, property, livestock, cattle, supplies, goods, inventory, grants, notes, and ownership.</p></blockquote><p></p>
[QUOTE="ashockney, post: 5234678, member: 1363"] [b]Aspects[/b] So, as a fan of podcasting, I've heard a lot about using indepedent RPG publisher ideas to improve the storytelling components of rpgs for several years. Further, I've purchased several and been impressed by their concept, and I was a huge fan when 4e introduced the concept of skill challenges that complemented this thinking. I've been expanding this thinking recently to include aspects and quirks, which work similiar to the fate game system. I've grouped this up significantly to simplify for my D&D players. Examples of aspects include: Profession Skill, Expertise, Mastery Training, Tactics, Strategies Relationship Favor, Contact, Partnership Hireling, Henchmen, Follower Treaty, Alliance, Allegiance Resource Armor, Weapon, Mount Trade Goods, Supplies, Supply Networks Players have the ABILITY to develop aspects that will enhance their influence, however, they must be wise, disciplined, and fortunate in the use of their limited income and resources. Aspects from the profession category will demonstrate a character’s ability to accomplish strategic tasks through the use of education, skills, or training in a campaign. Examples of profession aspects in a typical medieval campaign include: Merchant, Sage, Mason, Surgeon, Sailor, Craftsman, Miner, Farmer, Hunter, and Spy. Aspects with the relationship category represent the player's influence on the campaign through the use of their family, relationships, association, membership, royalty, title, friendships, colleagues, affiliation, allies, hirelings, henchmen, and followers. Aspects with the resource category represent the players ability to influence the campaign through their resources including their wealth, equipment, tools, possessions, keeps, castles, manors, property, livestock, cattle, supplies, goods, inventory, grants, notes, and ownership. [/QUOTE]
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