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The Dresden Files => DFRPG => Topic started by: tzizimine on February 05, 2013, 06:03:45 PM

Title: Are all Aspects made equal?
Post by: tzizimine on February 05, 2013, 06:03:45 PM
Hello all,

I have been lurking on the board for the past few months, in preparation for a Dresdenverse Boston game this spring and I had a question.

Background: My group is mostly D&D (3.5) / Pathfinder based and we have been gaming for several years together, so getting through crunch of a particular system is not hard. We have dabbled (and enjoyed) Old WoD - Vampire, NWoD, Shadowrun and Star Wars d20. So my players are very creative, but they do come for a mechanic-driven mindset. So one of them asked me...

"Are all these aspects made equal?"

To which, I didn't have a good answer. Mechanic-wise, it appears yes, and the question of 'how often it comes up?' and 'when it can be used?' are known variables that we don't need to take into account for this discussion. But, assuming that each aspect you can think of applies in the here and now, are they all equally potent to die rolls, fate points and other game mechanics?

If so, how do you deal with aspects that _seem_ like they should be more important (like SPRAINED ANKLE vs. BROKEN ANKLE)

If not, how do you determine which are more potent and by how much?
Title: Re: Are all Aspects made equal?
Post by: Oblyss on February 05, 2013, 06:36:19 PM
I'd say there's a clear difference between Sprained and Broken aspect-wise, as one would be connected to a mild consequence, and the other to a moderate. (May be mixing up the exact levels but the difference is clear)

And then because of the severity difference it would be a lot easier to compel the broken aspect, on top of it lasting longer than the sprained one.

And for more character type aspects, I'd say no they aren't all equal. One aspect might be worded in such a way no one ever figures out how to use/compel it, or it just has such a short scope of use that it almost never gets used.
Title: Re: Are all Aspects made equal?
Post by: Deadmanwalking on February 05, 2013, 06:41:45 PM
Aspects are indeed not made equal. On characters, an Aspect that you can use for just about anything and can be compelled regularly is just better than one that almost never comes up either way.

And a sprained and broken ankle are probably on-par in terms of actual combat use...but the broken one is likely a Severe Consequence to the Sprained's Mild or Moderate, making it take a lot longer to heal. If you really think it's more important, well, Compel it more often. That's the real measure of a negative Aspect's importance and effect, after all.

All this encourages thinking narratively by even the most rules-focused player, at least, IMO, since it's how relevant something is narratively ie: how often it provides real bonuses or causes problems, that determines its' importance and power.
Title: Re: Are all Aspects made equal?
Post by: tzizimine on February 05, 2013, 07:07:53 PM
So, if I'm understanding it right, the issue of severity that I'm concerned with is a matter of 'duration'.

Short term aspects would be things that would be applied as maneuvers.
Injury based ones would be based on the appropriate Consequence slot.
Ones that from characters / locations are permanent.

But, using a scene specific / zone specific aspect (like ON FIRE vs. SMOKE-FILLED ROOM) would only be different in what it could effect, since both are only going to last for as long as this scene.

Sounds like experienced GM's use situations where aspects 'stack'... like a SMOKE-FILLED ROOM and ON FIRE combine to either 2 compels or a +4 die bonus?
Title: Re: Are all Aspects made equal?
Post by: Oblyss on February 05, 2013, 07:12:38 PM
So, if I'm understanding it right, the issue of severity that I'm concerned with is a matter of 'duration'.

Short term aspects would be things that would be applied as maneuvers.
Injury based ones would be based on the appropriate Consequence slot.
Ones that from characters / locations are permanent.

But, using a scene specific / zone specific aspect (like ON FIRE vs. SMOKE-FILLED ROOM) would only be different in what it could effect, since both are only going to last for as long as this scene.

Sounds like experienced GM's use situations where aspects 'stack'... like a SMOKE-FILLED ROOM and ON FIRE combine to either 2 compels or a +4 die bonus?

I'd say the severity is both duration and how open the aspect is for compel. If it's an aspect that can be compelled against you with just about everything you do, that's different than one of equal standing that only gets compelled at certain times.

Let's say you have two moderate consequences. HURT LEG and CONCUSSION. The hurt leg might only get compelled when you go to run or stand, where as the Concussion might get compelled from trying to stand... trying to see... trying to reason a situation out.

So even if they are both moderate consequences one is definitely worse than the other.

Quote
Sounds like experienced GM's use situations where aspects 'stack'... like a SMOKE-FILLED ROOM and ON FIRE combine to either 2 compels or a +4 die bonus?
Yeah pretty much, players can do this too. I've stacked multiple aspects to get one spell off, along with tagging scene aspects getting up to +6 and such.
Title: Re: Are all Aspects made equal?
Post by: Deadmanwalking on February 05, 2013, 07:20:47 PM
Yeah. A mechanically ideal combat round of five PCs vs one enemy in DFRPG usually consists of everyone except the hardest hitter making Maneuvers or Assessments and maybe Declarations, then passing all their tags to the heavy hitter. That can easily be 4-8 Aspects on a single attack.

The same is true of minions teaming up on PCs. Aspect stacking is powerful and dangerous in Fate.
Title: Re: Are all Aspects made equal?
Post by: Oblyss on February 05, 2013, 07:23:27 PM
Yeah. A mechanically ideal combat round of five PCs vs one enemy in DFRPG usually consists of everyone except the hardest hitter making Maneuvers or Assessments and maybe Declarations, then passing all their tags to the heavy hitter. That can easily be 4-8 Aspects on a single attack.

The same is true of minions teaming up on PCs. Aspect stacking is powerful and dangerous in Fate.

Huh I didn't know about that combat tactic, I've only messed with maneuvers a little bit so far. That can lead to some crazy shift spells.
Title: Re: Are all Aspects made equal?
Post by: Deadmanwalking on February 05, 2013, 07:26:10 PM
I said 'mechanically ideal' not 'often occurring'.  ;)

I've actually only seen it done a few times...but they were scary and impressive.
Title: Re: Are all Aspects made equal?
Post by: tzizimine on February 05, 2013, 07:29:15 PM
Cool...

Are there situations where the aspects themselves do stress? Like a building ON FIRE causing physical stress?
Title: Re: Are all Aspects made equal?
Post by: Deadmanwalking on February 05, 2013, 07:35:12 PM
Cool...

Are there situations where the aspects themselves do stress? Like a building ON FIRE causing physical stress?

Not inherently by the rules, no. There are rules for environmental damage like from a fire (see p. 325), but they don't technically interact with the Aspect rules at all. Though, obviously, most sane GMs will have people eventually start taking damage if the building's on fire.
Title: Re: Are all Aspects made equal?
Post by: tzizimine on February 05, 2013, 07:47:51 PM
Deadmanwalking, thanks a bunch...

I will have to re-read that section again.

As a side note, is it normal for crunch-heavy GMs and Players to get the feeling that we're over-thinking this system? Seems to happen every time I open the book.
Title: Re: Are all Aspects made equal?
Post by: Deadmanwalking on February 05, 2013, 08:04:52 PM
You're very welcome.  :)

And that's a normal experience, yes.

I dunno if it's an accurate statement, though. The system really does have a fair amount of crunch to it, some concealed enough that you need to really think about it.
Title: Re: Are all Aspects made equal?
Post by: tzizimine on February 05, 2013, 09:45:45 PM
True, but compared to Shadowrun 1st Ed (and 2nd, 3rd and 4th) or Rolemaster, this is as crunchy as yogurt. (Crunchy being burdened by game mechanics... I wouldn't know about trying to actually eat the book)
Title: Re: Are all Aspects made equal?
Post by: Dougansf on February 06, 2013, 03:44:03 AM
True, but compared to Shadowrun 1st Ed (and 2nd, 3rd and 4th) or Rolemaster, this is as crunchy as yogurt. (Crunchy being burdened by game mechanics... I wouldn't know about trying to actually eat the book)

I've been playing Rolemaster for a long time, and I couldn't agree more.  :)

However, from what I've been hearing recently, Dresden and Diaspora are the crunchiest Fate games out there.

Aspects have been tricky to get my head around.  One statement that helped is knowing that they are "narrative truths" for as long as they exist.  They can be invoked or compelled, but they still exist and affect the world even without those mechanics being used.

Then you have to resist the urge to give everything an Aspect (called Aspect Bloat), and limit it to just things that matter to the scene.
Title: Re: Are all Aspects made equal?
Post by: Tedronai on February 06, 2013, 03:52:38 AM
Things that matter are (or have) aspects.  Aspects are (or describe) things that matter.
When an aspect is used, it has precisely the same weight so far as the mechanics of the game are concerned, as compared to any other aspect.
A 'Shattered Skull' does not provide a larger bonus (or penalty, or other complication or benefit) than a 'Sprained Ankle' to any given application, but it is likely to provide that bonus more frequently (ie. is easier to justify invoking/compelling).
Title: Re: Are all Aspects made equal?
Post by: Hick Jr on February 06, 2013, 04:11:01 AM
To me, the DFRPG is about as crunchy as helium compared to DnD 3.5.
Title: Re: Are all Aspects made equal?
Post by: noclue on February 06, 2013, 04:34:37 AM
Things that matter are (or have) aspects.  Aspects are (or describe) things that matter.
When an aspect is used, it has precisely the same weight so far as the mechanics of the game are concerned, as compared to any other aspect.
A 'Shattered Skull' does not provide a larger bonus (or penalty, or other complication or benefit) than a 'Sprained Ankle' to any given application, but it is likely to provide that bonus more frequently (ie. is easier to justify invoking/compelling).

Because its not trying to model reality, its trying to model fiction where something matters as much as the author spends time on it. A sprained ankle can be debilitating in one story or shrugged off by the character in another.
Title: Re: Are all Aspects made equal?
Post by: blackstaff67 on February 06, 2013, 01:39:31 PM
D&D is yogurt with with some chopped nuts tossed in compared to Gurps (and yes, I', still a dedicated Gurps player/GM).  That said, once I discovered how Aspects worked and how they're tagged, it was rather like the Disad system from Gurps (albeit with fewer situational modifiers, what with all Aspect tags a +2).

Crunchy to me is how well a player can "tag" the rules to make it work to his benefit.  DFRPG/FATE forces a player out of crunchy mode into a more narrative mode out of necessity--and that's not a bad thing.
Title: Re: Are all Aspects made equal?
Post by: fantazero on February 06, 2013, 05:14:35 PM
Fate puts the R and P into RPG.
Title: Re: Are all Aspects made equal?
Post by: JDK002 on February 06, 2013, 05:51:28 PM
D&D is yogurt with with some chopped nuts tossed in compared to Gurps (and yes, I', still a dedicated Gurps player/GM).  That said, once I discovered how Aspects worked and how they're tagged, it was rather like the Disad system from Gurps (albeit with fewer situational modifiers, what with all Aspect tags a +2).

Crunchy to me is how well a player can "tag" the rules to make it work to his benefit.  DFRPG/FATE forces a player out of crunchy mode into a more narrative mode out of necessity--and that's not a bad thing.
Which is why I like the Fate system so much.  Power gaming in RPGs always kinda irked me.  I know of a power gamer who is regularly refilling new characters because he gets bored of them, mostly due to the fact his characters tend to be nothing but a generc pile of numbers with no real though put into the character as a character.  Though it mostly just bothers me because RPGs are not typically competitive, so I never saw a point.

Anyways ranting aside and back on point.  I like that Fate kind of forces power gamers to think along the narration and consider the characters and situations beyond just being a human calculator.
Title: Re: Are all Aspects made equal?
Post by: tzizimine on February 06, 2013, 06:04:45 PM
All the more reason why I am looking forward to running it.
Title: Re: Are all Aspects made equal?
Post by: fantazero on February 06, 2013, 06:42:19 PM
Which is why I like the Fate system so much.  Power gaming in RPGs always kinda irked me.  I know of a power gamer who is regularly refilling new characters because he gets bored of them, mostly due to the fact his characters tend to be nothing but a generc pile of numbers with no real though put into the character as a character.  Though it mostly just bothers me because RPGs are not typically competitive, so I never saw a point.

Anyways ranting aside and back on point.  I like that Fate kind of forces power gamers to think along the narration and consider the characters and situations beyond just being a human calculator.

You mean having an interesting character is better than having a powerful character?  :o
Title: Re: Are all Aspects made equal?
Post by: Theonlyspiral on February 06, 2013, 07:02:55 PM
You mean having an interesting character is better than having a powerful character?  :o
Having an interesting character is often synonymous with having a powerful character in FATE. 
Title: Re: Are all Aspects made equal?
Post by: JDK002 on February 06, 2013, 08:40:23 PM
You mean having an interesting character is better than having a powerful character?  :o
I know right?  Crazy talk!  Though obviously having both is ideal.  When I started I told my players to think up a character concept and Roth idea of what the character can do before I even explained the game mechanics in full.  Then we figured out what powers and stats fit the idea the best.
Title: Re: Are all Aspects made equal?
Post by: fantazero on February 06, 2013, 08:59:39 PM
one day i'll have to write out some of my Dresden File misadventures
Title: Re: Are all Aspects made equal?
Post by: Dougansf on February 07, 2013, 02:24:22 AM
To me, the DFRPG is about as crunchy as helium compared to DnD 3.5.

Have you checked out the old Amber Dice-less RPG?  That game lacks any kind of crunch at all.   ;)
Title: Re: Are all Aspects made equal?
Post by: Hick Jr on February 07, 2013, 03:07:53 AM
...

DOES NOT COMPUTE

Title: Re: Are all Aspects made equal?
Post by: Deadmanwalking on February 07, 2013, 05:30:42 AM
Have you checked out the old Amber Dice-less RPG?  That game lacks any kind of crunch at all.   ;)

I disagree, it has crunch and rules, debatably a lot of them, just not dice.