That's totally how I plan to do non-pulp genres (or even semi-pulp like Eberron, which I want to run with SotC/Fate). Start out with a smaller number of aspects and grow them (in addition to a smaller skill pyramid, or perhaps even no pyramid, but simply skills at different levels).
On story games a few weeks ago, there was some talk about the forced shedding, or changing, of aspects as well. My favorite was inspired by The Shadow of Yesterday, where Aspects work like Keys. Some people took this in various directions, but my favorite idea that came of that (and I was thinking of this recently, so I'm not sure if it's in the thread, should you look for it) is that you can only refuse a compel so many times. Maybe once, maybe three. But once you refuse the compel that final time, that Aspect goes away (and possibly even gives you a Fate point or a few of them). Another change is that it doesn't cost Fate points to resist the compel. Just the ticking clock until the Aspect goes away. You can even play with how core the aspects are by making one have more or less ticks than the default assumption.
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Date: 2008-06-05 06:42 pm (UTC)On story games a few weeks ago, there was some talk about the forced shedding, or changing, of aspects as well. My favorite was inspired by The Shadow of Yesterday, where Aspects work like Keys. Some people took this in various directions, but my favorite idea that came of that (and I was thinking of this recently, so I'm not sure if it's in the thread, should you look for it) is that you can only refuse a compel so many times. Maybe once, maybe three. But once you refuse the compel that final time, that Aspect goes away (and possibly even gives you a Fate point or a few of them). Another change is that it doesn't cost Fate points to resist the compel. Just the ticking clock until the Aspect goes away. You can even play with how core the aspects are by making one have more or less ticks than the default assumption.