chaedwards
Liturgist
Given that there's not that much sensible discussion going on here, and that the linear/non-linear thread got some of the more intelligent posters here going great guns, and given that I'm bored at work, I thought I might try to get another interesting discussion going.
Basically, in my trawl through free good rpgs, I recently came across two - Blades of Destiny from the Realms of Arkania, and Runestone 2, recently released as open-source, that give characters negative psyschological attributes i.e. they give numerical values to such facets of personality as greed, acrophobia, lust, curiosity and violent temper. They do this in different ways.
In Blades of Destiny (and I guess in the other two in the trilogy) I think, having not yet played, that the attributes are rolled against in certain situations to see if the character will do something else than the player wants. E.g. a character with a high necrophobia abandons his companions and runs away when they encounter undead, a greedy character opens the chest without looking for traps etc.
In Runesword, the attributes are used as saving throws against various schools of magic, that are based on these vices. Greedspells either steal things or force characters to become extremely greedy and act irrationally; lustspells cause male characters to become infatuated with an illusion and so on. Whilst some of the spells seem only tangentially connected to the vice (Lustspell - Nightmare?), I love this idea, if only because it tries to do something different with magic.
It strikes me that negative psychological attributes like this can flesh out a character a lot, and make him or her far more believable to the player, and I can't see major downsides from leaving them out. Both examples above deal with only negative psychological attributes, but I'd love to play a CRPG that allowed me to define my PC in terms of both psychological virtues and vices - say a curious but lazy wizard, or a stoic knight who can't connect emotionally with people.
Whilst its possible to roleplay this (or at least technically - even in Arcanum, I find myself railroaded into a few archetypes when speaking which don't really reflect my character,) already, IMO building in mechanics would allow designers to come up with some very interesting scenarios, and really make a game more immersive - far more than seeing the fear in an orc's eyes, particularly in party-based games, where pcs are often little more than the roles they embody in the party.
Thoughts?
Basically, in my trawl through free good rpgs, I recently came across two - Blades of Destiny from the Realms of Arkania, and Runestone 2, recently released as open-source, that give characters negative psyschological attributes i.e. they give numerical values to such facets of personality as greed, acrophobia, lust, curiosity and violent temper. They do this in different ways.
In Blades of Destiny (and I guess in the other two in the trilogy) I think, having not yet played, that the attributes are rolled against in certain situations to see if the character will do something else than the player wants. E.g. a character with a high necrophobia abandons his companions and runs away when they encounter undead, a greedy character opens the chest without looking for traps etc.
In Runesword, the attributes are used as saving throws against various schools of magic, that are based on these vices. Greedspells either steal things or force characters to become extremely greedy and act irrationally; lustspells cause male characters to become infatuated with an illusion and so on. Whilst some of the spells seem only tangentially connected to the vice (Lustspell - Nightmare?), I love this idea, if only because it tries to do something different with magic.
It strikes me that negative psychological attributes like this can flesh out a character a lot, and make him or her far more believable to the player, and I can't see major downsides from leaving them out. Both examples above deal with only negative psychological attributes, but I'd love to play a CRPG that allowed me to define my PC in terms of both psychological virtues and vices - say a curious but lazy wizard, or a stoic knight who can't connect emotionally with people.
Whilst its possible to roleplay this (or at least technically - even in Arcanum, I find myself railroaded into a few archetypes when speaking which don't really reflect my character,) already, IMO building in mechanics would allow designers to come up with some very interesting scenarios, and really make a game more immersive - far more than seeing the fear in an orc's eyes, particularly in party-based games, where pcs are often little more than the roles they embody in the party.
Thoughts?