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THE
ASPECTS WORLD
Although the Aspects
world covers a considerable span of history, it was initially set in
2300 AD. Over a period of years more and more of the world was fleshed
out, and needed to be explained by what happened in the past. Thus, the
milieu sent tendrils back through time, and into our era, and then
deeper into the past.
Aspects, however, is
not merely a chronology, and a list of bold characters and stereotyped
nations, what makes it special, to us, is the feel and distinct flavour
that it has.
It is not dark and
gothic; it is a world that has darkness and evil, but these are not all
consuming. It also has great good, and the mundane too. It is a world
that you and I could recognise: people laugh, cry, care, scheme, and
try to get by, much as we do. However, throughout all of this are the
supernatural and the fantastical.
The basic premise is
that these elements have always been with us; however, in the past a
great magic was cast that dulled our senses and warped our history. We,
in modern times, (and indeed, up until 2400 AD) have forgotten about
the coming of the elves - with their magic, technology and their great
wars, and of our knights and heroes of old. We equally, have forgotten
the truth of their passing.
Echoes and warped
stories remain, however, of the missing 1000 years of our history, and
the glory that went with them. We still have our folklore, our lost
cities, our heroic epics, and the feeling that something is missing. In
a sense, as we gaze to the skies for life, and invent modern myths, we
seek to replace what we have lost.
But, in fact, that
world is not entirely lost. Some creatures and people stayed behind,
and Earth was already populated by the supernatural. They had changed,
however: they could no longer roam Earth with impunity, as the human
race was now more numerous. We could deal with such creatures,
initially, by methods that we, now, consider quaint: throwing salt over
our shoulders, and iron horseshoes for luck, and latterly with
technology.
To survive and prosper
the supernatural went underground, and slipped into the edges of the
normal world. Those that could, walked and lived with humans, many
others left their lonely glens and hills and sought warmth and
companionship any way they could. And, just like the humans, they tried
to get by, and hoped that they could be accepted once again.
As the centuries
slipped away, they helped humanity to remember. Some followed us into
space, and vied in the colonial wars that followed, others stepped out
of the darkness to lord it over the weak humans. All sought to shape
the future, and deal with the strange and alien findings on other
planets.
Eventually, by 2399
AD, Earth was threatened by an invasion from an unbeatable source. At
the bleakest point of fighting the supernaturals returned, and helped
humanity to break the scourge; however, Earth was destroyed.
Now humanity is
struggling to come to terms with the destruction of its metaphorical
homeland, as well as coping with the physical evidence of their missing
1000 years of history.
Thankfully, there has
always been those supernatural beings that have sought to help humanity
throughout the ages, and they are present to ease these troubled times.
HOW THIS AFFECTS THE GAME
The game and world
belongs to those that played the table-top version, and specifically to
Nigel and Russell, the refs. It is our vision, but can be enjoyed and
added to by others. However, there are no source books, so you have to
tune into what is required and create appropriate characters. You have
to use your imagination, and you have no recourse to raising a
geek-finger in a pedantic fashion and telling us, 'how it is'.
We accept that people
want to play characters from what they see in films and read in books.
We encourage this, with the caveat that they stay within the feel of
the game.
Each of the genres,
uses a distinct slice of the Aspects world.
- Ancient Aspects,
concentrates on the heroic. It allows people to play characters from
the missing 1000 years. As such, it is extremely flexible: you can
choose any fantasy race (as long as you can come up with a credible
costume); any time period (from Stone-Age barbarian to Renaissance
pirate); and any class (from sneaky thieves to spell casters).
Although the table-top
game will have modern elements in this era, the live action version,
usually, does not. This is simply a style and taste issue: people don't
like a mixed genre, and it's too easy to get it wrong, and end up being
crass.
- Modern Aspects,
concentrates on those creatures that have managed to survive with the
humans. This is, in part, due to the physical limitations of the game:
few people enjoy walking down a busy street dressed as an orc in a
suit. However, there is still great scope to play fantastical
characters, with the added challenge of creating a background that
explains how they get by in our world. Overall the modern genre is far
more subtle and involves the vicious, but out of sight politics of the
supernatural world.
- Futuristic Aspects,
adapts the themes of Modern Aspects to a humanity that has made great
advances in technology, and which has spread to other planets. There is
still the scope to play the fantastical characters, and their
restrictive world has loosened. Their powers, however, are matched by
humanity's science and weapons. When and where the game is set also
determines the mood: it can range from dark cyberpunk to hick
colonialism.
SOME KEY ORGANISATIONS
Throughout the Aspects
game are some groups of people that keep cropping up. They are listed
below.
- The
British Galactic Police Association. This is one of the great
forces of good in the galaxy. They evolved from a British fascist
police state (the, British Police Association) that controlled much of
Earth and many colonies. Over a century they
allowed democracy to flourish, and built up good relations
with their colonists. They, lead by, Prime Minister Arthur, stood in
the main battle line against the alien invasion.
- Supernatural
Investigation Services. Growing from a organisation which was
formally set up in 1878 AD, these men, women and creatures help keep
Britain safe from evil supernatural beings; they are champions of good.
- The
wanderers. Are a group of men and woman who are part of a
little understood organisation. They wander the galaxy, other planes
and times working towards a great plan.
- France.
Like Britain, France, emerged from a tyranny and made the successful
transition back to a democracy under, President Charlemagne. Once a
bitter enemy of the BGPA, they have been allied with them since the
Incanese invasion.
- Incanese
Republic. In the race for resources in space South America
united into a 'super-republic'. The republic is rumoured to be held
together by ancient dark gods and barbaric rituals. It recently invaded
Britain and attacked its colonies, before being crushed a week later.
- Red Giant.
One of the biggest corporations to have been formed. It has
its roots in our century, although it came to power in the
Neo-Colonial era. The corporation's main HQ is on Mars, as they own the
whole planet. They appear to be merely a neutral business leviathan;
however, rumours say that the whole corporation is run by vampires.
Players do not have to
play one of these groups. They are merely noted to set the tone.
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