ja davam pri hre ve FATE tyhle 4 otazky s tim, ze se postavy delaji otevrene a hraci se je snazi vselijak provazat.
[quote="Leonard "Landon Darkwood" Balsera"]In this method, as opposed to centering the phases around events in your character's life, you center them around the different "categories" of aspects that are in the Spirit of the Century rulebook. To briefly summarize, they are:
* Phrase - Delineates something significant or unique about the character, be it a personality trait, inherent trait, belief or conviction, behavior, social/professional status, whatever. In this post, I'm going to rename that category description, because that's what those aspects primarily do. ("Strong as an Ox", "Follows the Pirate's Code", "Wealthy Beyond Avarice")
* Person/Prop - Delineates an important connection of the character, be it to another NPC, another PC, an organization or cause, a special or sentimental piece of equipment... some entity outside of the character, in the game's setting. I'm going to condense these also, and call them connection aspects, because that's what they do. ("My Sick Mother", "Excalibur", "The King's Ear")
* Story - Suggests a source for stories involving that character, and usually are synonymous with connections, but not always. These are the primary tools the GM uses for coming up with scenario material. Can be very similar to Issues from Primetime Adventures. ("Hunted by the Mob", "My Lost Sister", "Fated to Confront Ultimate Evil")
* Situation - Suggests a source for scenes involving that character, and are usually synonymous with descriptions, but not always. You can look at the difference between story and situation aspects as the difference between "why" and "what" in terms of your adventure - situation is what's happening, story is why it's happening. ("Nick of Time", "Brunt of a Joke", "Unlucky in Love")
Keep in mind that these aren't hard and fast categories, and it is very likely that you'll get overlap. "Top FBI Agent" is both a description and a connection, and immediately suggests situation as well. The main reason the categories exist is to break mental blocks and ensure a variety of useful stuff for player and GM on each character.
So, with those in mind, the actual method is pretty simple - each phase involves answering a question about the character, and those answers translate to aspects. So, once you have a strong concept idea in mind, you go over one of the following questions:
* What is the most important stuff we need to know about this character? (Description)
* What connections does the character have - who and what is important to them? (Connection)
* What is the most significant stuff the character is dealing with right now? (Story - remember I said similar to PTA's Issues? There it is.)
* What kind of stuff do you see happening to this character most often? (Situation)[/quote]
cely text zde http://lcdarkwood.livejournal.com/2598.html
Vyleze z toho 4-X aspektu, ktere vypravec vezme a hned ma jasno. Mozna to neni nic svetoborneho, ale urcite to podporuje prieh vic nez defaultni nastaveni dnd. Tam je pribeh jen pokud ho tam da vypravec, takze se neda rict, ze by to system podporoval.