A strong Fate aspect does more than describe. It suggests when it helps, when it complicates life, and how it connects the character to the world.

01

Write a phrase with two directions

“Skilled swordsman” is clear but narrow. “Exiled Sword of the Throne” implies ability, history, enemies, and duty.

  • Does it imply action or tension?
  • Can it be invoked in different ways?
  • Can it produce a genuine choice through a compel?
02

Change the scene with Create an Advantage

Researching a weakness, reshaping the environment, or forcing position creates a situation aspect. Free invokes carry that preparation into later action.

03

A compel should create a choice

A compel proposes a complication that follows from the aspect. The player may accept for a Fate point or pay to refuse. The result should change the fiction, not merely apply a number penalty.

REINFORCE

Turn it into play in three questions.

This is not about points; it helps you recall the key ideas while preparing.

01What makes an aspect strong?
02What can Create an Advantage do?
03How should a good compel work?