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MysticMoon

[Mini Six] Making Perks/Complications more like Fate Aspects

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MysticMoon    14

Like many others, I am intrigued by Fate and the use of Aspects. It seems like such a creative and flexible idea, and fully in tune with how I first envision a character before I sit down to fit it into the rules. I'm not sold on the rest of the system (although I am giving it a fair shake by playing in an FAE game via chat) but the idea of character Aspects got me to thinking.

 

Every character in Fate gets a "High Concept" and a "Trouble." For anyone unfamiliar with these terms, High Concept is a simple phrase that describes who/what the character is. It fills a similar role as Race/Class in D&D, but is more specific to the character and less tied to such formalized descriptions. Examples given in the FAE book include "Suncaller of the Andral Desert," "Feline Captain of Cirrus Skimmer," "Enchantment Specialist of Hippogriff House," and "Chief Field Agent of IGEMA." A good High Concept says quite a bit about the character. A Trouble, on the other hand, is exactly what it sounds like: an Aspect that describes how life might get difficult for the character.

 

Since both of those seem an awful lot like Perks and Complications in Mini Six, I am thinking of trying out the following changes: Every character gets a High Concept and a Trouble for free. A High Concept will generally provide Perks (as agreed upon between the player and the GM) and a Trouble will give the same bonus CP that comes with an active Complication. Balance comes from allowing everyone (including NPC's and monsters) each of these for free and by the judicious eye of the GM (such as making sure a player doesn't choose a High Concept that is too powerful for the campaign.)

 

Anyone tried anything similar? See holes in my thinking? Have ideas for doing it better? I'm open to suggestions. I'll also use this thread to post my experiences with it, but any help is appreciated.

 

As a sidenote... it always bothered me that a PC must give up valuable points in starting skills in order to play things like non-human races and wizards.

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Grimace    14

I got a chance to play an ongoing game of FATE late last year. It was a game of "Grimm Fairy Tales" where we played kids pulled into the land of Grimm Fairy Tales. It played well for the 3 days the ongoing adventure went on. What I experienced, it was quick playing, allowed for players to come and go from the game, and allowed for a fair bit of "winging it". What I also noticed is that it's rather limited in terms of potential character growth. I don't think it would work well for an ongoing, long running campaign. And while characters can have some growth, it's about as limited as Savage Worlds for possible advancement of characters. Basically, only so much you can advance with the system.

 

So, that all said, I DO like the idea of using perks/complications in the place of the concepts. I do think that it would have to be rather specific perks and complications given based on the concept for the characters. You probably wouldn't be able to just plug in some of the generic perks for things the players come up with. So IF you could come up with a method of creating a perk based on the concept a player has for a character, I think it could easily work and provide more flavor for the characters.

 

And for the record, I ALSO don't like the idea of having to give up dice in character generation for playing non-humans or wizards. I still operate under the premise of the old WEG Star Wars where a different race simply meant that you got different attribute min/maxs and possibly some benefits and hinderances based on the race. It shouldn't cost any extra, and I think the inclusion of such a thing in the 3 core books for D6 was a big mistake.

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MysticMoon    14
If you haven't already seen it, you might mine Robert & Deborah Donoghue's "Wheel of Fate" for ideas. It's sort of a collision of FATE, D6, and Over the Edge - you might find something useful there.

 

Also, check out this post!

 

Wheel of Fate looks interesting. I will dig into it more and see if anything grabs me.

 

I had looked at the other post on using situation Aspects but it wasn't quite what I had in mind, at least not initially. I want to see how the character Aspects work before attempting to bring anything else in. There may be some potential there, though.

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MysticMoon    14
I got a chance to play an ongoing game of FATE late last year. It was a game of "Grimm Fairy Tales" where we played kids pulled into the land of Grimm Fairy Tales. It played well for the 3 days the ongoing adventure went on. What I experienced, it was quick playing, allowed for players to come and go from the game, and allowed for a fair bit of "winging it". What I also noticed is that it's rather limited in terms of potential character growth. I don't think it would work well for an ongoing, long running campaign. And while characters can have some growth, it's about as limited as Savage Worlds for possible advancement of characters. Basically, only so much you can advance with the system.

 

Interesting. Those things may be a plus for the short-term game I'm playing via chat but it's also good to know as I plan out a couple of new campaigns that I hope will run a little longer. It makes me feel better about wanting to stick with Mini Six.

 

So, that all said, I DO like the idea of using perks/complications in the place of the concepts. I do think that it would have to be rather specific perks and complications given based on the concept for the characters. You probably wouldn't be able to just plug in some of the generic perks for things the players come up with. So IF you could come up with a method of creating a perk based on the concept a player has for a character, I think it could easily work and provide more flavor for the characters.

 

Good point. I think perhaps the solution is to require that the aspects be more concrete and less whimsical than some of what I've seen in Fate. It would have to be something that can be easily translated into game mechanics. My takeaway from this is to enhance the flavor of the system while still keeping the core of Mini Six intact.

 

And for the record, I ALSO don't like the idea of having to give up dice in character generation for playing non-humans or wizards. I still operate under the premise of the old WEG Star Wars where a different race simply meant that you got different attribute min/maxs and possibly some benefits and hinderances based on the race. It shouldn't cost any extra, and I think the inclusion of such a thing in the 3 core books for D6 was a big mistake.

 

Good to know it isn't just me.

 

Maybe as a GM looking to start up some new campaigns using these tweaks, it would be helpful for me to develop a number of possible aspects that revolve around races and professions and the sort of game effects they create. This will help me solidify what is just a concept at the moment, as well as give the players some direction.

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