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RPG Fashion Rules
RPG Fashion Rules
Benjamin Williams
Fashion is inescapable. Even choosing not to care about fashion is, in its way, a form of fashion.
Consciously or not, people are constantly expressing themselves with their clothing, and are judging one another
by what they wear. With these rules, players in your roleplaying games can bring their characters’ fashion
choices to the spotlight.
These rules are not meant to incentivize players to select outfits for their characters if they have no
interest in doing so. They are instead designed to make outfit selection and style impactful to the story, for
players who already have an interest in describing their style for in-game social events.
Selecting an Outfit
When characters have a chance to prepare for a social occasion, from a birthday party to an imperial
gala, they may describe their outfit, and the GM will assign it one of the outfit types below as the character
models the outfit in the mirror or in front of the other party members. At this point, they may decide to make
fine adjustments, leaning in one direction or another, or even scrap the outfit and start from scratch.
Perhaps the character wasn’t quite avant garde enough to achieve that couture look, or overplayed the
casual angle and looks slovenly rather than playful.
Other players may suggest adjustments if and only if the player’s character wants them; this is a time for
each player to showcase their character’s personality. Even two characters who are going for the same look may
have wildly different outfits.
The look isn’t just about what the character is wearing, but how they’re wearing it. A plunging neckline
may be playful or couture, a military uniform could be immaculate or brutal.
If nothing stands out to the GM, or if she is torn between two descriptors, she should ask about
accessories, jewelry, colors and patterns, hairstyles, and makeup, if any. These sorts of questions serve both to
aid the GM in assessing the character’s style, as well as to paint a more vivid image of the character.
In some games that track belongings or wealth granularly, characters may need to purchase or otherwise
procure pieces, but these rules are recommended to be handled abstractly, in situations where the characters have
access to a variety of pieces and accessories.
Unambitious
Classic, safe, inoffensive, or trendy
Your clothing doesn’t make much of a statement. It isn’t unattractive, and may even be stylish, in an off-
the-rack sort if way.
[+] You will have a bonus to attempts to blend in at the event.
There is no specific drawback to an unambitious ensemble—other than failing to make an impression
with your fashion—and no one-time use. Such outfits are, by definition, not going to have any striking moments
of their own.
Rule Variations
The Quest for the Perfect Hatpin
The format of these rules assumes that the players will have access to suitable clothing and jewelry to
plan for an event of the appropriate magnitude. However, especially important events, such as appearing at a
Fey Ball in the Arcadian Wilds, or the thousandth anniversary of the undeath of the Vampire Lord Király, or the
MET Gala, may necessitate hunting down pieces specifically for the event, in order to stand out.
In this variation, which should be used for an event that the players have several sessions’ warning for,
designates all costumes as slovenly, unless the character wears at least one rare or unique item acquired
previously in the game. These pieces may be trophies of their famous exploits, historical artifacts, or unique
enchanted or cutting-edge accessories.
Characters may even set out specifically in order to find these perfect pieces, tracking down legends,
pulling off heists, or seeking reclusive designers, as fits the tone of the game.
Masquerade
With very little alteration, these rules can be applied to masquerade parties (anything from the most
extravagant futuristic galas with holographic masks to a college Halloween party), where the identities of the
attendees are concealed. To play up the assumption of an identity, each outfit also denotes as what the character
is dressed, and gains TWO outfit types, one for the fashion itself and one for the vibe that the assumed identity
engenders. The identity style grants only its positive and negative traits, not its single-use trait.
It is, of course, totally fine to use the standard rules for a masquerade, if the group doesn’t feel like the
extra book-keeping of tracking two styles, or if you don’t want to play up the aspect of assumed personality.
Makeover Montage
For exceptionally lighthearted games, you can replicate a classic movie trope with this variation. Instead
of the GM assigning the outfit type, the other players decide its type when their characters see the character in
question, usually as part of preparing for the party. They may briefly discuss, but if they cannot agree by simple
majority (no answer accounts for more than half of the votes), or the player doesn’t like their result, he may tray
again with a new outfit. To best match the tone this tries to re-create, the new attempt must be TOTALLY
different.