The Case Against Aspects

Aspects are great. Using aspects in your Fudge games is perfectly fine, and Fate is a wonderful Fudge derivative that has shown just how powerful aspects can be. There are many reasons to use aspects, including character creation that is custom fitted to the player’s character concept (or at least aspects tend to be a better fit).

I am talking about Fudge game design though, and with that I think that the use of aspects is something that perhaps should be avoided. One reason is because Fate and aspects are so intertwined, and Fate has evolved to be a game system that is able to stand on its own. Yes it is a Fudge derivative, but it is such a successful one that it is its own brand.

That is a very minor reason not to use aspects in your Fudge game design though. The main reason to me for not using aspects is that they have already been done, and they have been done so well that you are not very likely to improve upon them.

Why not do something different? Why not work on designing something that will not use aspects so that we can have the Fate system and system “X” that is still a Fudge system but not Fate? Aspects are great, but so is chocolate. I do not want chocolate in every recipe that I make. I want to taste new flavors.

For this reason I am going to avoid using aspects in Budge v2.0. The challenge that presents will help me to focus on my own game system based on Fudge, and not just relying on Fate to provide all of the innovations for Fudge. Maybe I am making a big mistake, but just like a recipe I can always adjust it later by adding that missing ingredient the next time that I make the meal.

What do you think about this approach? Aspects work, but does that mean we should always use them? Leave a comment below and let everyone know how you feel.