Final Fantasy Core
In addition to a high concept, every character has some sort of trouble aspect that’s a part of his life and story. If your high concept is what or who your character is, your trouble is the answer to a simple question: what complicates your character’s existence?
Trouble brings chaos into a character’s life and drives him into interesting situations. Trouble aspects are broken up into two types: personal struggles and problematic relationships.
- Personal struggles are about your darker side or impulses that are hard to control. If it’s something that your character might be tempted to do or unconsciously do at the worst possible moment, it’s this sort of trouble. Examples: Anger Management Issues, Sucker for a Pretty Face, The Bottle Calls to Me.
- Problematic relationships are about people or organizations that make your life hard. It could be a group of people who hate your guts and want you to suffer, folks you work for that don’t make your job easy, or even your family or friends that too often get caught in the crossfire. Examples: Family Man, Debt to the Mob, The Scar Triad Wants Me Dead.
Your trouble shouldn’t be easy to solve. If it was, your character would have done that already, and that’s not interesting. But nor should it paralyze the character completely. If the trouble is constantly interfering with the character’s day-to-day life, he’s going to spend all his time dealing with it rather than other matters at hand. You shouldn’t have to deal with your trouble at every turn—unless that’s the core of one particular adventure in the story (and even then, that’s just one adventure).
Troubles also shouldn’t be directly related to your high concept—if you have Lead Detective, saying your trouble is The Criminal Underworld Hates Me is a dull trouble, because we already assume that with your high concept. (Of course, you can turn that up a notch to make it personal, like Don Giovanni Personally Hates Me, to make it work.)
Before you go any further, talk with the GM about your character’s trouble. Make sure you’re both on the same page in terms of what it means. Both of you may want to find one way this aspect might be invoked or compelled to make sure you’re both seeing the same things—or to give each other ideas. The GM should come away from this conversation knowing what you want out of your trouble.
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