Finally, aspects have a passive use that you can draw on in almost every instance of play. Players, you can use them as a guide to roleplaying your character. This may seem self-evident, but we figured we’d call it out anyway—the aspects on your character sheet are true of your character at all times, not just when they’re invoked or compelled.
Think of your collection of aspects as an oracle—like a tarot spread or tea leaves. They give you a big picture of what your character’s about, and they can reveal interesting implications if you read between the lines. If you’re wondering what your character might do in a certain situation, look at your aspects. What do they say about your character’s personality, goals, and desires? Are there any clues in what your aspects say that might suggest a course of action? Once you find that suggestion, go for it.
Playing to your aspects also has another benefit: you’re feeding the GM ideas for compels. You’re already bringing your aspects into the game, so all she has to do is offer you complications and you’re good to go.
GMs, you’ll use your NPCs aspects the same way, but you get an additional way of “reading the tea leaves”—you can also use them as a way of figuring out how the world reacts to the characters. Does someone have the aspect Strongest Man in the World? That’s a reputation that might precede that character, one that people might know about and react to. People might crowd in to see that character when he’s passing through.
Also, it suggests something about that character’s physical size and build. You know that most people are going to give that character a wide berth in a crowded space, might be naturally intimidated, or might be overly aggressive or brusque as overcompensation for being intimidated.
But no one’s going to ignore that character. Inserting these kinds of aspect-related details into your narration can help your game seem more vivid and consistent, even when you’re not shuffling fate points around.