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Unwritten: System Reference Document/Aspects and Fate Points
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====Always Ask What Matters and Why==== We said above that aspects tell you why something matters in the game and why we care about it. This is your primary compass and guide to choosing the best possible aspect. When in doubt, always ask: what do we really care about here, and why? The events of your Journey should help you figure out what your aspect should be. Don’t try to summarize the events of your Journey or anything like that with your aspect—remember, the point is to reveal something important about the character. Again, ask yourself what really matters about the phase: * What was the outcome? Is that important? * Did the character develop any important relationships or connections during this phase? * Does the phase help establish anything important about the character’s personality or beliefs? * Did the phase give the character a reputation? * Did the phase create a problem for the character in the game world? Assume that each question ends with “for good or ill”—these features, relationships, and reputations aren’t necessarily going to be positive, after all. Developing a relationship with a nemesis is as juicy as developing one with your best friend. If there’s more than one option, poll the other players and GM to see what they find interesting. Remember, you should all be helping each other out—the game works best if everyone’s a fan of what everyone else is doing.
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