Okay, I read some interesting comments on my approaches for FAEntasy. One reader even said: call them classes instead of approaches. Another one insisted that the way the approaches are worded, they enforce multi-classing as a default. Yet the next suggestion was to use the six common attributes as approaches (but that's already been done over here).
Approaches in FAEntasy are not classes. First, they do not include everything that is necessary to form a class (e.g. Fighter covers only close combat, whereas Ranger covers ranged combat). Second, even a Good (+3) Thief may know a thing or two about the campaign world (which could be covered with Bard or Wizard).
Anyways, here is another option to use Approaches and Aspects that is closer to standard FAE:
Aspects for a game inspired by Old School+
- High Concept: Your high concept ideally includes your class (and race, if you are anything but a plain human). The possible classes could be (but are not limited to): Fighter, Ranger, Barbarian, Paladin, Cleric, Druid, Monk, Wizard, Specialist Wizard, Sorcerer, Thief, Bard or Assassin. You can even cover a multiclass in your high concept (but you have to take an additional aspect for each additional class you want to cover). If you want to be a spellcaster, be sure to mention Cleric, Druid,Wizard or Sorcerer in the hight concept. More on that in the post about magic. Examples are: Dwarven Knight of the Nether Reaches, Woodland Ranger of the Skogurhörmulegur, The Thief Who Stole the Elven Juwel, Elven Ranger sworn to the Queen, Sole half-elven cleric/mage of the Moon Godess.
- Trouble: Works identically to FAE. This aspects serves to propel you into adventures and make your live really interesting. Examples are: Outcast from the Woodland Realm, Hunted by Ragnar the Blackened, Orcs have taken everything from me!
- Alignment: This one is new. Basically you select one of the nine alignments (Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil or Chaotic Evil). The fun thing: in FAE, the GM can compel you to act in accordance with your alignment and it gets you FATE points. Don't forget to self-compel!
Beyond the initial three aspects, it's up to you, if you want to fill your remaining two slots on the spot or you want to wait until an aspect suggests itself to you. Unless your high concept mentions a multiclass.
When you multiclass, you have to relate one aspect to each class that you are taking. Of course, this can include the trouble aspect. Thus, you are limited to a maximum of four "classes". Also, since the additional classes have to be mentioned in your high concept, you can add additional classes either at the beginning of the game or later on at major milestones when you are allowed to change your high concept.
Approaches for a game inspired by Old School+
Surprisingly, they stay the same as in standard FAE. In fact, there is no change at all. The "old-schoolness" is completely bound up in your aspects. The beauty: you can play FAEntasy right out of the box, no need for a fancy new character sheet. You simply grab your favorite FAE character sheet and you are good to go.
Okay, what do you think? Which way do you like more? The one outlined above or the one previously described?