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Optional Aspects



Ok, time to make my debut posting on this group... *crosses fingers*

Hello, everyone! My name is Esko Halttunen, but I tend to use the handle Edi on the net. Some of you might remember me from my infrequent posts on the townhall forum before it got nuked, but if you don't, don't worry. I wasn't exactly high-profile, more of a lurker, and it was difficult to say anything worthwhile before the more experienced crowd took care of it. *grin* I've played DQ on and off for the past several years after I bought the 3rd Editon *shudder* on impulse. Thanks to John Davis who went to the trouble of procuring an extra 2nd Edition and shipping it off to Finland for me. It's due to him that I have been able to play the real DQ instead of he watered down T$R version.

In any case, now that the introductions are done, down to business:
There is now a bunch of new, optional aspects available, courtesy of yours truly. I've uploaded the new Aspects to the files>documents section of the group, in a file DQ-Aspects.zip, which contains the new Aspect tables in MS Word, Open Office and plain text format. There is also a plain text notes file, the text of which is pasted below. Take a look and tell me what you think, ask questions and discuss them. Input is always valuable for improvement ideas. I hope they will provide enjoyment and entertainment for all. :-)

Edi

*****

I have always considered the Aspects to be an intriguing but sadly under-developed facet of DQ. After a long time of quietly steaming and seething over this, I decided to do something about it, not least because of the needs of my own campaign world. Hence were born these optional
rules for Aspects.

I divided the Aspects into three categories, the Aspects of Action, the Aspects of Form and the Aspects of Magic, which together constitute the tripartite Aspect of any single character.

The Aspects of Action influence actions taken by characters and are the Aspects as they originally appear in the published DQ editions. There have been no changes whatsoever.

The Aspects of Form are related to the physical nature of the character and grant bonuses and penalties to statistics and skills and sometimes have other effects as well (such as giving
enhanced night vision).

The Aspects of Magic influence how the character's magic works. Each Aspect of Magic is closely related to one (or more) of the Colleges of Magic and grant a minor bonus to base chances for an Adept who is a member of the affected College. The primary effects of the Aspects, however, are independent of the character's College and affect how his magic functions in relation to the rest of the world (e.g. the spells of a Wind-aspected Adept have increased range when applicable, regardless of his College). The Aspects of Magic are not automatically gained, the chance to have a magical affinity is dependent upon the character's Magical Aptitude.

*****

Now that a basic breakdown of what the optional Aspects has been dealt with, a few comments
about their design philosophy might be in order.

At a brief glance, the optional Aspects seem to be just a collection of various bonuses, with little or nothing to counterbalance them. This is, to an extent, true. There are relatively few penalties and offsets for the bonuses, but my main consideration was that the use of the Aspects would be a powerful device as a springing point for plot hooks and as storytelling tools as well as giving each character a unique spin. The latter naturally requires cooperation from players so that they play along and at least make an attempt at
taking the aspects into account when building the character's personality.

Conversely, if the player has already settled on a character type he or she wants to play, the GM should ideally cooperate by allowing an aspect that would complement the personality of the character (e.g. the Aspect of the Bear may not be the best suited for a rogue-type character who relies on stealth, speed and a quick tongue to get things done, while the
Aspects of the Cat or Fox would be more appropriate).

The Aspects of Magic are in some ways a trickier issue than the Aspects of Form, and in some ways a lot easier. Each one gives a benefit of one sort or another, in addition to providing a bonus to some specific College's cast chances, and the only ones that incur penalties are Ice (for fire mages, but if you get an Aspect of Ice, would you make a fire mage? I wouldn't! Or if the player really wanted a fire mage, I'd let them reroll), Light and Darkness (reaction penalties to servants of the opposite). The Aspects of Magic are supposed to give the same diversity to magic as the Aspects of Form give generally, and frankly, they are also *meant* to be a power boost with the unstated stipulation that it should serve plot purposes. The evil necromancer or greater summoner who is the main villain gets an altogether different flavor if they happen to have an Aspect of corresponding to their magic (Death or Gate, in this case). Or what happens when you need to take on someone who has an Aspect of Craft? Dealing with their magic just became a lot harder than was originally expected. These Aspects add more spice, and to a certain degree more unpredictability, and they also provide an endless variety of story hooks and more depth for the GM to exploit, should he choose to use
them.

The grouping of the Aspects of Magic is intentionally thematic. First there are the abstract Aspects, (Faerie, Thought, Knowledge, Craft, Gate, Void), followed by the Elemental Aspects, which in turn lead the way to what in my campaign world are the Aspects representative of Light, Twilight and Darkness and which also have a secondary tie to the elements. There is a specific reason why the Aspect of Life overlaps those of Light and Sun and Death overlaps Shadow and Darkness. Those 1 in 100 occurrences of two Aspects of Magic are supposed to be reserved for pivotal characters in the struggle of good and evil, Light and Darkness, and flip-flopping Light and Darkness according to the actual choices and actions of a PC or an
NPC can yield *very* interesting results if played correctly.
The elements have a slightly higher chance of occurring than the others, 6% vs 5% for a specific aspect, and Shadow, Sun, Light and Darkness also have 6%, one of which is overlap
with either Death or Life.

I must admit that these Aspect tables, especially the Aspects of Magic, have been drawn up to specifically suit my campaign world and its attendant arrangement of powers, but I also think that the arrangement is general enough in nature to be adopted as is or with little modification for most campaign worlds. I explicitly ignored balance (other than in general terms) as a consideration, meaning that I did not want a zero-sum game where every benefit would be countered by an equal negative in some respect. That might have something to do with my world being a relatively high magic one, as in that magic is not very common, but it is a powerful force, though subtle, and pivotal in many respects. The Aspects enhance and underline this, as well as add to the mystery. Characters with certain aspects also tend to be moticed much more easily by the Powers than J. Random Villager. Death tends to draw the Powers of
Darkness and Life the Powers of Light, for example.

Ideally the Aspect of the character should reflect the character's personality or vice versa. They are meant to be a tool to enrich play and diversify the range of available options and to provide additional flavor to characters and campaign worlds. This was the sole motivation behind the (admittedly not all that strenuous) effort put into the optional Aspects.

It should be noted that not every single person in the world has (or is meant to have) the Aspects of Form and Magic. Extraordinary people (such as player characters, important NPCs and possibly others, as determined by the GM) possess them, but not every last beggar, peasant
and goblin. GMs are encouraged to use their discretion.

I avoided putting in too many restrictions or hard and fast rules into how these optional Aspects should be handled, as I feel that it should be left for individual GMs to decide how and to what extent (if any) to implement this possibility. Each one has his own campaigns, with different worlds, different approaches to magic, different requirements and different players, and they will damn well know what works best for their specific games, far better than I could ever make this on the basis of guesswork and putting in a ton of rules and page upon page of explanation for every possible twist and combination. If you find a use for these optional Aspects in your games, feel free to take whatever you need and modify the rest to
your heart's content  until the whole matches your preferences.

And now that I've finally managed to put everyone to sleep by being a long-winded windbag, some credits are in order. I didn't manage all of it quite by myself, after all. A big portion of the credit goes to my good friend Kalle Ojala who took the rough first draft and significantly improved it. Without his input, my ideas would have ended up with a far inferior, more limited and totally unsatisfactory final form. I also owe Rodger Thorm thanks for his valuable comments on the unfinished work. Most of the text above is the result of answering the questions he had to ask, and hopefully that will save you the trouble of asking them again. Of course, if there is something more you wish to know, I'll be more than happy to answer any questions that you may have to ask. Post them on the DQ-rules group or email them to me
(address: esko.halttunen@luukku.com).

Esko Halttunen aka Edi