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Mike Mearls Games
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Aspects and Monsters

If you haven't at least read the FATE RPG, I highly recommend it. Reading new RPGs is like having a deep conversation with another DM about how they run games. Someone ran RPGs and decided to encode their approach to the game in a book. The insights and ideas can help shape your own techniques and approaches.

There's even an online SRD you can use to read the game for free.

Aspects are my favorite part of FATE. I love that they provide a shorthand that lets you focus on what's important with an NPC, monster, or location.

For a game like D&D, it's easy for a designer to turn to mechanics as a tool to express something. The new PHB spends two paragraphs providing rules for a coil of rope. However, in play I have found that simpler, easier mechanics have a much bigger impact.

Why? Because a simpler mechanic is much more likely to come into play. In the heat of the moment, a mechanic I remember to apply is far more effective than the one I forget, or the one that I ignore because I don't want to pause the game and process a paragraph of material.

Aspects are great because they describe a thing. I weave them into my description and roleplay, and they become an organic part of the game.

I can then use them to grant advantage or disadvantage based on how an encounter plays out. For monsters, this can be as simple as tying their personality to an encounter.

Here's an example:

In an encounter I ran a couple weeks ago, the characters entered a dungeon searching for some stolen goods. They found them hidden away in a chamber guarded by two wererats and a mechanical spider with swords for legs.

I gave the spider and the wererats the greedy aspect. They were involved in this scheme to get filthy rich, and the stuff they were guarding was their ticket to wealth.

That meant two things:

That simple note allowed me to add a twist to the encounter with minimal mental overhead. I just riffed off my notes using the advantage mechanic.

In another encounter, I gave three bandits each different aspects. One was bloodthirsty, another was sneaky, and the third was cowardly. Those tags made it easier in the moment to roleplay them during a fight and informed my tactics. Bloodthirsty bandit charged in and got advantage for attacking recklessly, sneaky bandit crept around and sniped, with advantage on Stealth checks. Coward bandit made a run for it when bloodthirsty guy dropped. It added a lot of texture to an otherwise mundane encounter because I took the time to add one adjective to each NPC.

A few tips on using aspects in D&D:

Comments

Aspects are pretty similar to what characteristics are in 5e. Instead of just using it as an advantage source, it could also gate social interaction. That in order to convince an NPC to do something for you, you might need to key it to one of their aspects.

Little Fadeleaf

There’s a great set of tables that grant NPCs (read as: monsters) personality traits in Xanathar’s. I would use those to randomly generate aspects and use the rules in this post accordingly. I miss my randomly generated aspiring thespian ogre. Sigh.

Mark McDonald


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