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<blockquote data-quote="Tonguez" data-source="post: 7552428" data-attributes="member: 1125"><p>I can see how Aspects do take a bit of getting use to, precisely because they are flexible abstractions but that to me is they're charm. </p><p>If while playing DnD I told you I was playing a "Gnome Barbarian" who was "out for revenge" then there are certain assumptions you might make about what it means to be a Gnome, what it means to be a Barbarian and what it means to be seeking revenge (and against who?). In DnD the assumptions of Race and Class are codified in the rules, in Fate those aspects are agreed between players and GM and become Character Aspects which can be invoked during play. </p><p>(Note I could get creative with the Aspects and say I'm a "<em>raging scion of the mountain pictsie</em>s" but thats still gnome barbarian though it might add a few other thematic assumptions.) </p><p></p><p></p><p>I also like that those same abstract qualities can be used in Scenes and invoked in a game. SO when a scene is created I can slap some aspects on it like "dark catacombs beneath the castle: narrow dank corridor, cluttered ground, something lurks there" which can be invoked to affect play.</p></blockquote><p></p>
[QUOTE="Tonguez, post: 7552428, member: 1125"] I can see how Aspects do take a bit of getting use to, precisely because they are flexible abstractions but that to me is they're charm. If while playing DnD I told you I was playing a "Gnome Barbarian" who was "out for revenge" then there are certain assumptions you might make about what it means to be a Gnome, what it means to be a Barbarian and what it means to be seeking revenge (and against who?). In DnD the assumptions of Race and Class are codified in the rules, in Fate those aspects are agreed between players and GM and become Character Aspects which can be invoked during play. (Note I could get creative with the Aspects and say I'm a "[I]raging scion of the mountain pictsie[/I]s" but thats still gnome barbarian though it might add a few other thematic assumptions.) I also like that those same abstract qualities can be used in Scenes and invoked in a game. SO when a scene is created I can slap some aspects on it like "dark catacombs beneath the castle: narrow dank corridor, cluttered ground, something lurks there" which can be invoked to affect play. [/QUOTE]
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