Random thought while on the treadmill today that entails a drastic change in how aspects work in Fate, but which reflects a slightly different emphasis. Breaks down as follows:
- There are only scene aspects. Yes, you have aspects on your character sheet, and those matter (more on that in a second) but you can’t use them the same way. Basically, an aspect must be on the scene to be useful.
- There is a limit to how many aspects can be on a scene, possibly as low as three. If the scene is full up, then you must remove an aspect to open it up. Removing an aspect is mechanically similar to adding one (and with s sufficient success, you can replace it).
- You can make a personal aspect into a scene aspect (effectively copying it onto the scene), and if you do, take a +2 bonus to place it AND the difficulty of removing it is +2. However, there are three limits on this. First, each “side” of a conflict can only have one personal aspect in play, and second, this speaks directly to the stakes of the conflict. By bringing in a personal aspect, you are making a statement regarding what the fight is about to you. Third, the bonus applies only the first time you bring an aspect into play.
- The fight may start with anywhere between 0 and 3 aspects in place. For a duel, this will often be one aspect from each combatant, plus one for the environment or situation.
- Boosts still work normally, but need to be used by the next time you act, or they go away. No boost stockpiling.
This totally needs testing, but the potential I see in it is that it could drive more back and forth in the fiction centered around changing the factors in play to things that the player can take better advantage of. If the other guy has brought his “strong” aspect to play, then the fact that you can potentially take it off the table (rather than just let him hit it for as long as he has FP) totally intrigues me.
This is even more drastic than it seems, and it reflects a certain sort of cinematic sensibility that only so many factors are in play at any given time, but those factors really, really matter. ↩
This works particularly well with Marvel Heroic style initiative, since it provides a real setup for teamwork, with one player creating an opening for the next. ↩