I just finished quoting from and paraphrasing the article
"A Different Take on Phases [and Aspects]" by
lcdarkwood for the benefit of my friends, with whom I will be gaming tomorrow. It would be impolite of me not to share, don't you think? Any departures from the text of the original email are italicized.
For Your Consideration
I found these four questions helpful to my understanding of Aspects and their potential uses [original: "what they can do"] in the game:
- What is the most important stuff we need to know about this character?
(These Aspects Describe something significant about your character. Most of the catch-phrase Aspects fit in this category.) - What connections does the character have - who and what is important to them?
(These Connect your character to people, organizations, causes, special or sentimental equipment - things that are external to your character and part of the game's setting.) - What is the most significant stuff the character is dealing with right now?
(These are a lot like connections, but there's something unresolved about them. That makes them great hooks for future Stories involving your character.) - What kind of stuff do you see happening to this character most often?
(These describe the kinds of Situations you'd like to see. The previous question is more about the "why;" this one is about the "what.")
These aren't hard and fast categories: Max's "Official Astromancer..." is mostly a Connection, but I can see it being a story-hook well; "Sucker for a girl in boots" and "Anything you can do I can to better" not only describe Seth and Lotti (respectively), but also suggest the kind of situations they get into.
Coming soon: My much-delayed Gen Con coverage, and write-up of setting and character creation in Pirates.