Author Topic: Implications of "Always True" Aspects  (Read 1879 times)

Offline Troy

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Implications of "Always True" Aspects
« on: May 19, 2013, 07:40:20 PM »
Hey,

In the standard DF RPG, Aspects are Aspects and you can Invoke them and Compel them and that's pretty much it.

Under the refined rules of FATE Core, Aspects have this "Always True" quality. I have to admit that I find that more in line with how I imagined the game being played. I like this innovation a lot.

But I have ask... what would the implications of adopting that take on Aspects be for your standard DF RPG game?
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Offline S1C0

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Re: Implications of "Always True" Aspects
« Reply #1 on: May 20, 2013, 12:54:18 AM »
most aspects are always 'on' but in gameplay aspects are truths in and out off them self so it changes nothing gamewise
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Offline Haru

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Re: Implications of "Always True" Aspects
« Reply #2 on: May 20, 2013, 01:07:35 AM »
Well, it's kind of the same as in the Dresden version, really, just much more clearly phrased and easier to understand.

If I create the aspect "disarmed" on my opponent, he will have no weapon, unless he can remove the aspect. While that should always be the case, judging from common sense, the DFRPG seems to imply, that an aspect doesn't do much, if it isn't invoked or compelled.

So it isn't really a rules change, so much as a much needed clarification.
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