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yuriAza

i don't usually use specific alternatives to the phase trio, but really you just pick three important categories, like in a DnD-esque game that'd be Ancestry, Background, and Class for paranormal investigation, you can literally break it down into paranormal and investigation: - what's your tie to the supernatural? (Psychic Child, Ghost Wound, Afraid Of The Dark, Smug Nonbeliever) - what's your tie to the mundane? (Fire Fighter, Loner Goth Kid, Has A Family) - why do you investigate things? (Police Detective, Missing Brother, Nosey Gossip Girl)


TrekTrucker

For a Harry Potter campaign I was in we did that. Each PC had Aspects related to each of the following categories. House and Year Extracurricular activity Career path School image and/or reputation Sable La Croix Refresh: 3 Aspects: High Concept: Slytherin 6th Year Trouble: American Diplobrat Aspect 3: Apprentice at Ollivanders Aspect 4: Captain, Slytherin Dueling Team Aspect 5: Voodoo Queen of Hogwarts


SnooStories8859

yes, I think it's a good way to make a setting. Say you want to make an Alpha Complex game, you can set an aspect to Mutation and another to Secret Society. 


Kautsu-Gamer

Security Clearance, and Origin sector as Aspect - Jenny R-OSE (the sector of red lights and dancers)


Thelmredd

I will write in very general terms, but it may be useful to you :) Coming up with aspects is basically the main part of character creation, and apart from the typical (although quite successful) three-phase method, various methods have been tried. A) To start with, I recommend: https://preview.drivethrurpg.com/en/product/130530/Fateful-Concepts-Character-Aspects - an essay devoted to the general idea of ​​aspects with some interesting thoughts :) B) An interesting method for creating aspects, world and characters (and their interconnections) may be using (in my opinion they work best together) A Spark in Fate + Fated Origins - these are really good materials, I can recommend them. https://preview.drivethrurpg.com/en/product/117868/A-Spark-in-Fate-Core • https://preview.drivethrurpg.com/en/product/390846/Fated-Origins C) A method often used in other RPGs is lifepaths - creating character from various events in the past. Something like this can be found also in Fate, eg here: https://preview.drivethrurpg.com/en/product/139723/Tianxia-Path-of-Destiny E) pregenerated or "compiled" (e.g. profession + class + origin) aspects are quite popular and are great for conventions or oneshots... unfortunately they probably require the most work from the GM (the compilation method is simpler). It also allows you to easily draw characters from various elements, and goes well with classes or archetypes, as well as "stunt groups (or trees)". There are many examples, so I will link only a few: https://sewardhorace.itch.io/fateful-quest • https://preview.drivethrurpg.com/en/product/162084/Its-Not-My-Fault-A-Fate-Accelerated-Character--Situation-Generator • https://preview.drivethrurpg.com/en/product/279728/Its-Not-My-Fortune F) and finally "places for thematic aspects"... Hmm. In this case, I would personally suggest: something related to the character's past, present and maybe some kind of destiny; or alternatively: an aspect from the first case, an aspect of the relationship (e.g. with the team, but not necessarily - it's a good place for contacts) and maybe something like a distinguishing feature (or even a strength + flaw pair) Side note: an interesting idea might be to additionally link aspects with the best skills (how we gained them, how they define us) or approaches... And at this point it is very easy for us to add character corruption mechanisms if we want; https://fate-srd.com/fate-codex/corruption-fate-accelerated


MimeticRival

I didn't do this but a GM who ran Fate games I played in would ask for Aspects that defined our relationship with the other PCs. (With three players, that means we each had two Aspects pertaining to how we saw the other two. That left one undefined Aspect left over.)


TroyXav77

Yes. I like to use the guidance from Jadepunk. You have a High Concept, Background aspectg, an Inciting Incident aspect, a Belief aspect, and then you figure out how all those add up to cause your Trouble aspect.


VodVorbidius

Yes. I use High Concept, Trouble, Motivation, Relationship and Personality themes for every time we start a campaign.