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Topic: Personality mechanics that work(for you)
Started by: sirogit
Started on: 8/15/2003
Board: RPG Theory


On 8/15/2003 at 8:27am, sirogit wrote:
Personality mechanics that work(for you)

Thanks to Ron for the GNS essay which I grabbed this phrase out of and may even have have mislabeled for something else entirely. Thanks Ron!

I've always found personality mechanics rather interesting, my defination being things like Spiritual Attribuites in TROS, the virtue system in Exalted, Sanity checks, attribuites in Ghost Light/Wuthering Heights etc etc. In GURPS, you have a plethora of different psychological limitations and tendencies to give your character, but I something I found lacking is for want of a better word "Life". Say I have a character in GURPS take curiousity. It gives a readout of how severe each version of Curiosity is, and instructs you to roleplay it out(Several other psychological disadvantages say that if you don't roleplay it out, the GM is apt to remove it at point cost.)

So you have a general description of a personality trait, a sentence or so detailing how severe this trait is, and an instruction to roleplay, damnit. But there's very little symettry with the rest of the system that you don't create yourself. This leaves to a feeling of isolation from the rest of the system so there's less undelying logic. If an extremely curious individual has a moment of restraint and decides to not explore the nuclear warhead, what than?

In systems such as Exalted, TROS etc, this isn't a problem because you're supplied with answers to suhc cases that tie into the game's system. In Exalted, it reuires willpower to betray personality traits, in TROS, characters that do not follow their passions, drives etc are simply less "spirited", and a good deal less capable in the world. To me, that changes the words written on a sheet to a living, breathing presence in game.

So, what are personalty mechanics that you do (not) like and what makes them (not) "come to life"/"work"?

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On 8/15/2003 at 12:33pm, Alan wrote:
RE: Personality mechanics that work(for you)

Hi Sirogit,

There's an important distinction between the kinds of "personality" mechanics you've mentioned. GURPS personality disadvantages, Hero System Psych Lims, and SAN are all proscriptive traits. They determine how the character acts and are hard for the player to change. For the most part, these kinds of traits penalize the player for choosing not to go along with them.

On the other hand, a mechanic like Spiritual Attributes in TROS and Humanity in Sorcerer leave character behavior up to the player. In both these cases, these traits reward the player for using them.

The elements of where the decision lies and penality/reward create different player behavior. The proscriptive/penalty category are like stage directions to an actor and can be invoked by the GM against player wishes whenever the situation applies, giving a consistent character feature. The voluntary/reward category sets out a theme that the player may choose a variation of, or not, as he desires in play. They aren't features of the character so much as features of the character's personal story.

I don't think there's one best kind of personality mechanics. Reward mechanics are more pleasant, and open decision-making allows creativity in that area. On the other hand, people enjoy playing games with penalties all the time - and solid stage directions can feel comfortable and stable, allowing the player to concentrate creativity in other areas.

I think that's worther repeating: for some players and some activities proscription is a good thing because it allows the player to put their energy into some other ascpect of play that interests them.

But to get back to your question, while there may not be a best _kind_ of mechanic, I think there are elegant executions for particular designs. Humanity in Sorcerer and SAs in TROS get my vote for best system integration.

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On 8/15/2003 at 1:04pm, gobi wrote:
RE: Personality mechanics that work(for you)

I'll tip my hat to Unknown Armies in this area. The passion traits there have three different categories but are defined by the player, resulting in a player who has the opportunity to examine his character in a more three-dimensional manner and an elegant integration into the UA madness and magic system.

Those three categories of passion, Rage (something that makes you mad), Noble (something that brings out your morality and humanity), and Fear (something that makes you afraid), may not be suitable for all settings but it's very easy to augment it to suit the frequently triggered personality traits of other worlds.

Were D&D to use a passion trinity, the categories Rage and Noble would certainly suit the orc-slaying adventurers of that game. Fear might not be so compatible, however, so that could be either ditched entirely or replaced with a more relevant passion category. Perhaps some sort of material goals? "Greed"?

The trinitity I used for PUNK was based on primal instinctual urges of aggression, desire and fear. Fight (something you hate and are compelled to rebel against), Fuck (something you want more than even your own life), and Flight (something you fear beyond any sense of loyalty to friends, family, or loved ones.)

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On 8/15/2003 at 1:42pm, Valamir wrote:
RE: Personality mechanics that work(for you)

Excellent point, Alan.

Pendragon Personality Traits are often misinterpreted as proscriptive in this regard. In fact they are designed primarily to react and change based on how the player chooses to play. They *become* proscriptive at high levels, but its impossible to get to those high levels unless the player actively tries to do so.

I find the systems that work best offer a reward for playing to the trait rather than a penelty for violating it. In TROS the benefit is additional dice to roll and spend on Insight. In Pendragon the benefit to playing to a trait is a higher trait score which can lead to glory rewards for being renown in that trait and even special "powers" in the form of religious and chivalraic bonuses for having certain traits at certain levels.

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On 8/15/2003 at 3:59pm, Mike Holmes wrote:
RE: Personality mechanics that work(for you)

Just to clarify, In GURPS it does require a will roll to avoid succumbing to a disad. This defaults to IQ, and can never be higher than 14, IIRC. In that way it's just like all the others of the sort.

Mike

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On 8/15/2003 at 4:28pm, gobi wrote:
RE: Personality mechanics that work(for you)

Valamir wrote: I find the systems that work best offer a reward for playing to the trait rather than a penelty for violating it.


That is my one complaint about the UA passions. Though they're integrated into the rest of the system fairly well, there is little incentive to actually play them except that you can flip-flop or mulligan once per session if it triggers a passion. Even then, the GM can shut you down. It's nice considering how often a failed roll occurs in UA, but still a rather miniscule advantage weighed against all the penalties that occur if you don't play those passions.

I prefer personality systems that you described, where there is no penalty or bonus for not playing the passion, but there are high reward incentives if you do play them. Jared Sorensen sorta has this kind of thing going with his styles n' plot points interaction, which I really dig.

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On 8/15/2003 at 6:12pm, Rob Donoghue wrote:
RE: Personality mechanics that work(for you)

Well, because I'm entirely biased, I like the way Aspects handle it in Fate, but I'm hardly a fair judge.

From a purely practical/in play standpoint, 7th Sea's Arcana system does a wonderful job with this. The personality traits covered are all larger than life (as suits the genre), provide rewards for use (I love being able to throw my "rash" player a die and say "do something stupid") and go a long way to support certain genre tropes (One Hubris which Villains may take, for example, allows the players to spend a drama die to have him explain his villainous plan. Another can be invoked to make the villain only kill captives in an elaborate death trap sort of way.)

Better yet: You get ONE arcana, that's it. It's something that's supposed to help define the character, and allowing that kind of clear specialization is pretty handy for group dynamics.

In theory, the 7th sea system is a little more ham fisted than a number of other personality systems out there, but in play, I've never been anything but pleased with it.

-Rob D.

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On 8/15/2003 at 7:29pm, Ron Edwards wrote:
RE: Personality mechanics that work(for you)

Hi there,

Me, I like the system in InSpectres. A player, speaking strictly in-character, may assign another player's character a personality trait. Later in play, if the second player gets that trait rolling in play, then it's worth a bonus.

What's really cool about this is as follows:

1. The bonus applies whether the trait is negative or positive.

2. The trait could be absolutely descriptive or absolutely mistaken, a pure unfair judgment on the part of the first player's character! The system therefore provides either a straightforward "add a detail" feature or a very sophisticated misunderstandings-among-us feature.

3. It all arises directly from the Stress-based adventures and interactions among the members of the fictional franchise, and feeds back into it.

4. It begins utterly unstructured; characters begin with no descriptive personality traits at all, and hence players are motivated only out of in-game events in coming up with them.

Best,
Ron

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On 8/15/2003 at 8:10pm, John Kim wrote:
RE: Personality mechanics that work(for you)

Ron Edwards wrote: A player, speaking strictly in-character, may assign another player's character a personality trait. Later in play, if the second player gets that trait rolling in play, then it's worth a bonus.
...
The trait could be absolutely descriptive or absolutely mistaken, a pure unfair judgment on the part of the first player's character! The system therefore provides either a straightforward "add a detail" feature or a very sophisticated misunderstandings-among-us feature.

Interesting -- but what is the bonus, and who gets it? That is, does the player who is assigned the trait get the bonus, or does the player of the character in question?

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On 8/15/2003 at 8:18pm, talysman wrote:
RE: Personality mechanics that work(for you)

John Kim wrote:
Ron Edwards wrote: A player, speaking strictly in-character, may assign another player's character a personality trait. Later in play, if the second player gets that trait rolling in play, then it's worth a bonus.
...
The trait could be absolutely descriptive or absolutely mistaken, a pure unfair judgment on the part of the first player's character! The system therefore provides either a straightforward "add a detail" feature or a very sophisticated misunderstandings-among-us feature.

Interesting -- but what is the bonus, and who gets it? That is, does the player who is assigned the trait get the bonus, or does the player of the character in question?


the franchise does. the bonus earned can then be assigned to individual characters or improving the franchise as a whole.

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On 8/15/2003 at 8:19pm, Mike Holmes wrote:
RE: Personality mechanics that work(for you)

The bonus is one die that the player of the "target" character, to which the new charactersitic has been attached, when he does something that incorporates the characteristic somehow in his description of something that he's rolling for.

Mike

Edited to note that I crossed with John, and that I may be presenting an earlier version of the rule.

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On 8/15/2003 at 11:06pm, John Kim wrote:
RE: Personality mechanics that work(for you)

talysman wrote:
John Kim wrote: Interesting -- but what is the bonus, and who gets it? That is, does the player who is assigned the trait get the bonus, or does the player of the character in question?

the franchise does. the bonus earned can then be assigned to individual characters or improving the franchise as a whole.

OK, so both of them benefit. Interesting. On the one hand, players are encouraged to have their PC personality match other's assessment of them. On the other hand, players are encouraged to make assessments which are accurate and easy to match.

I wonder how that compares in practice to traits assigned by the player. For example, disads in The Babylon Project workslike this -- the player can choose psychological disads during character creation, and if they come up during play (and actually hinder the PC), then the player gets extra XP. I guess, though, the difference depends a lot on how the group works.

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On 8/16/2003 at 12:12am, AgentFresh wrote:
RE: Personality mechanics that work(for you)

What a timely topic...for me anyway. I'm butting my head against this very thing for a system I'm working on.

I'm looking for some mechanics for compulsions and a setting-speciffic promise-efforcement system which could be descibed as convenants or "promises with teeth."

I'd like something more elegant and crunchy than the "Fight the Beast" or Spend Willpower approach.

I know this isn't the Game Design forum, but anything in this thread along those lines could be helpful.

I'll be keeping my eye on this space. Chat it up!

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On 8/16/2003 at 1:43am, M. J. Young wrote:
RE: Personality mechanics that work(for you)

Jason 'AgentFresh' Just Some Guy' Sims wrote: I'm looking for some mechanics for compulsions and a setting-speciffic promise-efforcement system which could be descibed as convenants or "promises with teeth."

There aren't real personality mechanics in Multiverser, but there's space for them. One referee dropped me in a world not so long ago in which something very like what you mention--promise enforcement--was integral to the setting. In that world, if you made a promise, the world tended to hold you to it. If you acted in a way that was contrary to your promise, you got penalties on your rolls, and (I think) if you acted to support your promise when it was difficult, you got bonuses.

Thus reinforcement of promise was built into the skill resolution system.

--M. J. Young

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On 8/20/2003 at 6:21pm, Windthin wrote:
RE: Personality mechanics that work(for you)

I've seen a lot of systems... and see three kinds of prsonality mechanics:

Those which help to drive your character.
Those which help to define your character.
And those which help to bind your character.

The first kind are passions, quirks, all of those odd idiosyncracies, feelings, goals.... and I feel that most of the time these don't need to be marked down in any fashion, but should be acknowledged the most. The problem I see is that many games with personality traits garner players who rely solely on these traits to run their characters, who don't play them so much as expect the traits to play for them. This is especially true of such traits as Charisma, which I emphatically steer clear of (I do not like people who cannot play their states, and thus rely on them to determine how others should react to them)... but I am more comfortable with things like Absent-Mindedness or Curiosity. And yes, I feel they can be brought in line with the character as a hole.

A trait that would define a character is willpower, raw determination. An extremely curious character could well exert his willpower to fight off that need... flat common sense and survival instinct are two others, and don't even need to be on a sheet. Traits that define are underlying traits, not active, not passive... things like intellect and wit and will, sanity and clarity of thought, some of which I feel should be on a sheet and others of which I really do see as the province of the player.

Traits that bind would include, for me, Charisma, but are really any trait that might not necessarily be bad always but which a player or story cannot handle. Some players cannot handle the quirk Curiosity, because they either don't play it at all or play it utterly to the hilt, without any rhyme or reason or rememberance that there are lives on the line, so on, so forth. Some can. We've all played characters with abilities beyond our ken, physically or mentally... and of the two, the latter is definitely the more dangerous, difficult to play often. And not everybody can do it. When all a character IS is a handful of traits and the roll ofa few dice, a few predetermined reactions... a problem exists. Sorry to say, not all players are created equal, and it is up to the GM at times to guide players toward choices that better suit them, that they can better handle, or help them when they make choices that are beyond them, but which may help them to grow.

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On 8/20/2003 at 7:31pm, Emily Care wrote:
RE: Personality mechanics that work(for you)

Hi Windthin,

you wrote: Sorry to say, not all players are created equal, and it is up to the GM at times to guide players toward choices that better suit them, that they can better handle, or help them when they make choices that are beyond them, but which may help them to grow.

Different mechanics would allow each of these traits you mention to be handled differently. In most games, it's up to gm/play group discretion how much of a given trait the player has to be able to carry off in order to invoke the trait. Sounds like you'd be like mechanics that require more work from the player and give less "mechanical" successes. What games have mechanics that support this?

--Emily Care

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On 8/21/2003 at 10:53am, Zheng He wrote:
RE: Personality mechanics that work(for you)

gobi wrote:
Valamir wrote: I find the systems that work best offer a reward for playing to the trait rather than a penelty for violating it.


That is my one complaint about the UA passions. Though they're integrated into the rest of the system fairly well, there is little incentive to actually play them except that you can flip-flop or mulligan once per session if it triggers a passion.


Hi Forge. This is my first post, so be kind to me, will you? Thanks

Well, I think the central point of some traits is to be punished in some way if you don't follow them. Most of psy disads fall inthis category, as long as psychology goes. Someone with a phobia does not get something positive from it, she only gets negative feelings when coming into it. This works also for all the "parental requirements" or superego indications of any sort. They work as triggers that get on only when the person is in conflict with them, but do not bring nothing good by themselves to the life of the person. So, if we want some realistic traits, I think we should stick to the way they're supossed to work in reality. We can bend it after, if they don't work, but they are not a reward, nor a stimulus to play them. They exist by themselves and for themselves, and so should be played.

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On 8/21/2003 at 1:40pm, Windthin wrote:
RE: Personality mechanics that work(for you)

Emily Care wrote: Hi Windthin,

you wrote: Sorry to say, not all players are created equal, and it is up to the GM at times to guide players toward choices that better suit them, that they can better handle, or help them when they make choices that are beyond them, but which may help them to grow.

Different mechanics would allow each of these traits you mention to be handled differently. In most games, it's up to gm/play group discretion how much of a given trait the player has to be able to carry off in order to invoke the trait. Sounds like you'd be like mechanics that require more work from the player and give less "mechanical" successes. What games have mechanics that support this?

--Emily Care


You are correct; so far as pure personality, charisma, wit, so on, I do prefer encouraging players to stand on their own two feet. I do feel a good GM should know their players AND their characters, and can often tell a player some things their character should or might know or realize that they won't... you cannot expect a player to know everything they are going up against, dealing with, especially the more alien and vast a world gets. Willpower is a trait I feel makes for a solid stat... but at the same time, it is not something that should be tossed about haphazardly; the player should be encouraged to play out exertions of willpower, either actively or in response to outside or inside influences (outside being a mental attack or peer pressure or food before a starving werewolf in the middle of battle, inside being things like intense curiosity, phobias to be battled, so on). Intelligence... we all have played characters who know more than us, or who know more about things we don't know much of ourselves, so this again requires some player/storyteller participation. Wit, on the other hand... I am against players rolling for a good plan rather than coming up with one themselves. This is a delicate issue, as is Charisma, charm... clearly appearance and such plays a part in a character's personality, but I disapprove of any stat that demands reactions from other characters, especially because this brings up an uneasy situation when it is turned upon other players, who may well rankle at being told they MUST react favorably or unfavorably, and rightly so. It's a situation both too easily abused and too easily capable of falling flat. It's not a matter of mechanics... but a matter of interaction, and stats like this seem to me a pale substitute for the real thing. There is a problem, I know, with people who want to play characters more charismatic and witty and sly than they are... and I don't believe these problems are as easily solved as more solid ones. If you want these traits in a character, I feel you should work on establishing them, either by the force of your own talents or by working with the storyteller on what you want to portray.

As to psychological defects, quirks, foibles and strengths... some of these things cannot be measured in terms of strength. A phobia is definitely a flaw, through and through... but it is can be a roleplay strength, played well, and the overcoming of a phobia can make a character stronger. All of these things have the potential to be the source of a character's downfall or triumph, but should not exist as solitary aspects of a character. If you have a phobia, why? How does it effect your morale? How IS it effected by your growing physical prowess, your advanced intellect as opposed to a normal one, your increased mastery of magic? A person afraid of water may well develop skills to combat this fear, or simply avoid it altogether and plan to never deal with it. The key to working with these traits is to make them a part of the character truly, not set them aside as odd quirks that rear up suddenly and disappear again as suddenly, without any real connection to the character as a whole. When that happens, it is a charicature, a two-dimensional event, and an unconvincing one at that.

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On 8/21/2003 at 2:10pm, Valamir wrote:
RE: Personality mechanics that work(for you)

Zheng He wrote:
Hi Forge. This is my first post, so be kind to me, will you? Thanks

Well, I think the central point of some traits is to be punished in some way if you don't follow them. Most of psy disads fall inthis category, as long as psychology goes. Someone with a phobia does not get something positive from it, she only gets negative feelings when coming into it. This works also for all the "parental requirements" or superego indications of any sort. They work as triggers that get on only when the person is in conflict with them, but do not bring nothing good by themselves to the life of the person. So, if we want some realistic traits, I think we should stick to the way they're supossed to work in reality. We can bend it after, if they don't work, but they are not a reward, nor a stimulus to play them. They exist by themselves and for themselves, and so should be played.


Welcome to the Forge Sergio.

I think you first have to determine the context of your play.

If your goal is to attempt to portray how a real person might respond in a given situation you may be right here. I say may because clearly the human psyche is far more complicated than any roleplaying "disadvantage". Phobias generally don't work the way they're portrayed in game text.

But if your goal is to portray a protagonist character who has a psychological quirk that makes him interesting to an audience as in literature or a movie, than I'd say no. Treating it as a penalty really isn't the best way to do it because its not really a penelty to our protagonist.

Take a TV character like Monk. That guy is a walking laundry list of psychological disorders...but none of them really disadvantage him. Rather they serve as the back ground color to make his character interesting and differentiate him from Mike Hammer style detectives. His phobias and compulsions are pure flavor for the purpose of defining his character and giving the audience a character they've not seen before. The only occassions where any of his "disadvantages" become "disadvantageous" is when its dramatically interesting or comedically amusing for them to be so. For instance, Adrian climbing a Ferris wheel to rescue Sharona was all the more funny because of his fear of hieghts. But that fear did not actually prevent him from accomplishing his goal. If that had been a roleplaying session, the player was clearly "hamming it up" but no real penalty was ascribed.


When dealing with penalties given to player characters you are making the character less effective. But by extension, since the player interacts with the game primarily through his character you are making the player less effective too. You are decreasing the players ability to impact the game. What you have to ask yourself (either as game designer building such penalties into the system or as GM enforcing them) is "why". Why do I want to reduce the player's effectiveness. What is being gained and what is being lost by doing so? What purpose is being served and what purpose is being thwarted if I hit the player up with a big disadvantage?

Only then can you determine if assigning a penalty will give you the results you want in actual play. If so, do it. However, often times "its more realistic that way" sounds great on paper but it makes the actual play experience annoying, boring, tedious, or just plain grinds the action to a screaching halt. This would be why so many GURPs players work overtime to avoid having to actually pay the price for the disadvantages they bought during player creation. Because they're just not fun.

And if they're not fun, what's being gained by enforcing them? Is the sense of being true to reality more important than enjoying play? Maybe. But if not, than personality traits as enforceable penalties probably isn't the mechanic that's needed.

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On 8/22/2003 at 2:40am, M. J. Young wrote:
RE: Personality mechanics that work(for you)

I really thought that was a great post, Ralph; I sort of disagree about Monk, but it's a minor thing.

If you examine it, Monk is such a great detective precisely because of his particular bundle of annoying problems. He notices when the pictures aren't straight or something isn't balanced in the room because it bothers him; and because he notices these things, he picks up on the clues everyone else misses. That guy has something on his shoes; what is it, and how did it get there? Something is not right here; it bothers him, and he knows it. So in that sense his apparent disadvantages are his advantages.

It would be interesting to try to design that into play; to pair advantages with disadvantages in sensible ways. I suspect, though, that it would be too difficult to really do it well.

You also reminded me of something a Star Trek writer once said: the Prime Directive, in the original series, was never mentioned except when it was a problem. It was mentioned precisely to give conflict to the situation, to make it so that they couldn't just do what they wanted to fix things. They couldn't give guns to the good guys because of the prime directive; but they could invoke General Order 44 to destroy an entire planet when the life of the captain and first officer were threatened, without anyone mentioning the Prime Directive, because there was already enough on the line without that.

In the same way, disads would have to be used to create tension when it didn't already exist. Will Monk be able to overcome his fear of heights to rescue Sharona? In one sense we know he will, because he's the hero and she has to be there next week; in another sense, the fact of his fear of heights creates the tension, as he has to overcome that. Climbing the Ferris wheel is easy; it's beating his inner fears that are difficult.

How to catch that in a game, though, is challenging.

--M. J. Young

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On 8/22/2003 at 3:53am, gobi wrote:
RE: Personality mechanics that work(for you)

M. J. Young wrote: It would be interesting to try to design that into play; to pair advantages with disadvantages in sensible ways. I suspect, though, that it would be too difficult to really do it well.


I think the whole concept of an advantage and a disadvantage is dated concept, honestly. Anything that describes the character should be considered a trait and leave it at that. Its mechanical value should be determined in the context of the actions being taken and in what way they affect the dramatic tension either in or against the character's favor.

Some systems would have being an obsessive compulsive weirdo be a disadvantage, even if it's very useful for the situations in which they're used. I fail to see the necessity of the distinctions between ads and disads out of the context of dramatic relevance. If I'm a monk-ish weirdo, is that an advantage when I'm trying to do detective work? Yup. If I'm a monk-ish weirdo, is that a disadvantage when facing a dirty, filthy crime scene? Yup.Same trait(s), different type of relevance.

(Sorry for the rambling post.)

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On 8/22/2003 at 6:00am, Jack Spencer Jr wrote:
RE: Personality mechanics that work(for you)

gobi wrote: I think the whole concept of an advantage and a disadvantage is dated concept, honestly. Anything that describes the character should be considered a trait and leave it at that. Its mechanical value should be determined in the context of the actions being taken and in what way they affect the dramatic tension either in or against the character's favor.

Agreed. I had notice when I was playing GURPS that in many cases a so-called advantage would be disadvantageous and vice-versa. The reason why, I would fathom, had to do with trying to develop point values for everything. The effect seems to be like Charisma values where positive = fair and a negative value = ugly. It's awkard attempting to asign a numerical value to a judgement call that more-or-less comes naturally.

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On 8/22/2003 at 10:44am, Andrew Martin wrote:
RE: Personality mechanics that work(for you)

Jack Spencer Jr wrote: ...playing GURPS that in many cases a so-called advantage would be disadvantageous and vice-versa.


Agreed! I've got an roleplaying acquaintance who regularly turns character advantages into disadvantages and turns character disadvantages into character advantages! It makes a mockery of conventionally designed games, like GURPS and WW Storyteller, where there's points to be gained and lost through advantages and disadvantages.

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On 8/22/2003 at 12:09pm, gobi wrote:
RE: Personality mechanics that work(for you)

Are there any systems where there are no "merits and flaws"? Where the value of a character trait is determined by context and not by an arbitrary attempt to apply, as Andrew said, a numerical value to a judgement call?

It's one of the central premises of the PUNK system I'm currently developing, but I'd definitely like to see other people's takes on the idea.

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On 8/22/2003 at 1:07pm, James Holloway wrote:
RE: Personality mechanics that work(for you)

gobi wrote:
That is my one complaint about the UA passions. Though they're integrated into the rest of the system fairly well, there is little incentive to actually play them except that you can flip-flop or mulligan once per session if it triggers a passion.

They also show up in other ways, usually in "penalty" ways -- like the automatic stress checks imposed by the Fear and Noble stimuli. So to some extent they're unavoidable.

You're right that there isn't a terribly strong incentive to play them, but I've never seen this to be much of a disadvantage. They're not overwhelmingly important to the characters like the Obsession is, but they do come up.

Mind you, I tend to make note of them and pitch conflicts directly to them, so that might just be me.

In a non-mechanical way, I think they're also important in that they're the first thing you do when you create a UA character, which I think sends a message from the designers about where the game's priorities lie.

Also, I quite like FVLMINATA's personality mechanics, although I think it's ridiculous that players get a bonus for having their humors in balance. Balanced humors, while an admirable standard to force the personae to try to live up to, are not terribly exciting in play.

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On 8/22/2003 at 2:10pm, kamikaze wrote:
RE: Personality mechanics that work(for you)

Andrew Martin wrote:
Jack Spencer Jr wrote: ...playing GURPS that in many cases a so-called advantage would be disadvantageous and vice-versa.


Agreed! I've got an roleplaying acquaintance who regularly turns character advantages into disadvantages and turns character disadvantages into character advantages! It makes a mockery of conventionally designed games, like GURPS and WW Storyteller, where there's points to be gained and lost through advantages and disadvantages.


That's just bad management by the Judge. As Hero says, "A disad that doesn't inconvenience you isn't worth any points". If a player is somehow using their disads in a positive way, then it's the Judge's responsibility to make the player play the character correctly, or take away the extra points and everything bought with them.

Can you give an example of these turnabouts your acquaintance claims to pull off? I have a hard time believing that any disad can be made advantageous, without complete incompetence from the Judge. I've seen them negated or ignored quite often by munchkins, but that's an entirely different matter.

What munchkins do is not a fault of the game system, and having less rules will not suddenly make munchkins into good role-players.

And in totally freeform games, sure, you don't need ads/disads... But then, for totally freeform games, you don't need any rules. You can use my SIX WORD RPG! if that's all you want. The reason most people play games with rules in the first place is to resolve ambiguous cases without constant out-of-character arguments.

The world has had plenty of games without personality mechanics: D+D, Traveller, Runequest... And the trend has not been to produce more games like that, now that we know better, but to always have personality mechanics in new games. Even before merits/flaws were added to Vamp, it started out with Conscience, Courage, Willpower, Humanity, and social backgrounds.

D+D3 is the only game I've ever heard of where personality mechanics were taken *out*: there were penalties for diverging from your character concept in most older editions, but D+D3 doesn't have them. Now your Lawful Good Paladin really can go all Untouchable Trio on people without repercussions. I'm fairly sure that's not the model anyone else wants to follow.

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On 8/22/2003 at 3:12pm, Mike Holmes wrote:
RE: Personality mechanics that work(for you)

Lots of games these days do not distinguish between "negative" and "positive" traits in any way. Take Fate, for example. The designers mention "negative" traits as such, but really only to discuss labeling issues. In play, they're handled like any other trait. My Synthesis system charges you points for taking what other games would call flaws or disadvantages. And, well, in Universalis a trait is a trait is a trait.

The GMs mentioned above who are "allowing" their players to turn advantages and disadvantages on their heads are not incompetent, they're drifting the design. What they're saying is that they don't like the way that these things work in these games. That's all a preference issue. In any case, some of the other games mentioned might be more to thier liking.

Unknown Armies is an interesting case. Basically, I think that if the player accepts that the game is going to beat up on him, then the mechanics don't really punish the player, just the characters. I mean, you wouldn't say that a character taking a HP loss in D&D is being punished for anything. In fact, in some ways, they're being rewarded with an interesting challenge. I think UA falls into that catagory with their mechanics in a powerfully sim way.

Mike

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On 8/22/2003 at 4:41pm, Walt Freitag wrote:
RE: Personality mechanics that work(for you)

It seems to me that this discussion is getting confused between two very different propositions:

1. Advantages and disadvantages are equivalent (and are or should be treaded the same by the system) because the right circumstances or clever play can turn an advantage into a disadvantage and vice versa.

2. Advantagaes and disadvantages are equivalent (and are or should be treated the same by the system) because they're both ways of building interesting situation around a character and/or focussing attention on the character.

Kamikaze, your skepticism regarding proposition 1 is understandable. The occasional exceptional ability to reverse an ad or disad in a specific situation isn't really a very strong argument for ads and disads to be treated as equivalent resource-wise. (This even echoes a real-world practice I find distateful, the lame attempt to find all lots in life equally desirable: sure, there are compensations for being blind and downsides to being rich, but don't try to convince me that being rich or being sighted aren't blessings that few sane people would be willing to give up.) But most of the systems of the type Mike describes, that treat ads and disads the same, are doing it primarily based on proposition 2.

This is largely a matter of GNS-linked differences in perspective and play techniques. Gamist play would strongly tend to test proposition 1, and either accept or (most likely) reject it based on the system and the exact nature of the desired challenge, while finding proposition 2 simply inapplicable. Narrativist play would strongly tend to test proposition 2 and either reject or (most likely) accept it based on the system and the exact nature of the Premise, while finding proposition 1 simply inapplicable. Simulationist play could end up deciding either way on either proposition depending on the style and technique (purist for system, high-concept, open sim, creative pastiche, etc.) or at odds over either proposition if participants are not in agreement with each other or with the system assumptions over the exact creative agenda.

- Walt

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On 8/22/2003 at 5:52pm, Jack Spencer Jr wrote:
RE: Personality mechanics that work(for you)

I think it has less to do with munchkins or GNS priorities as it does with negative point values are a bad idea. Or, are difficult to get to work well at the very least.

I cite the mass combat rules for original D&D Swords & Spells which gave Orcs a point value of -1. Murphy's Rules noted that you could technically have an infinite number of them.

This problem is evident in negative-point valued disadvantages. IIRC my GM used an arbitrary cap, which is in the book if I am not mistaken. The effect was taking many social/mental disadvantage to gain additional points to spend on combat abilities. Often, these disadvantages didn't have much effect on the game. One time the player who took Odious Personal Habit: Constantly Humming was told by the GM to stop doing that. Five points for free, then.

I like the way other games do it without negative points for anything. Anything you want about your character costs you. There is less change for odd effects that way IMO.

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On 8/22/2003 at 5:59pm, Lxndr wrote:
RE: Personality mechanics that work(for you)

And then there's the way Nobilis handles flaws, which I like:

You don't pay points for them, OR get points for them. However, whenever they come up AND seriously impact/impede you, you get a "reward."

Thus, players are rewarded for negative aspects, which in term encourages them. But they're only rewarded IF THEY ACTUALLY APPEAR IN THE STORY.

It's far from the only good way to do it, but I like it.

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On 8/23/2003 at 3:00am, M. J. Young wrote:
RE: Personality mechanics that work(for you)

When Daniel 'gobi' Solis wrote:
quoting first what I wrote: It would be interesting to try to design that into play; to pair advantages with disadvantages in sensible ways. I suspect, though, that it would be too difficult to really do it well.


I think the whole concept of an advantage and a disadvantage is dated concept, honestly.
I think he misunderstood my intent, and initiated an entire digression based on that misunderstanding.

I wasn't talking about spending points at all. I wasn't really talking about a list of ads and a list of disads.

I was talking about a system in which characteristics were defined such that each was defined for both positive and negative aspects.

• Character has an acute sense of smell which makes him able to identify someone and even to some degree track them by their scent, but can't stand to be in a crowded room for more than mere minutes before being overcome by perfumes and body odors.• Character is particularly observant of things that are out of place, and so has an innate sense of what has been changed in any location, but is also overly meticulous about detail and annoying to everyone around him.• Character has an incredible intellect which enables him to understand science and technology (or magic or psychology or some other field) in great detail, but has difficulty making himself understood by others because he tends to talk above their heads and assume that they understand what he is saying.

Things like that.

With that sort of system, you could actually take as many traits as you wanted, as long as they were self-balancing.

It occurs to me that Legends of Alyria does this in a somewhat cleverly indirect way. Your character characteristics are positive and negative; but they can be used for you or against you regardless of which way the lie on the sheet. Someone has to come up with a narrative explanation of why it is that your pride or your scruples or your nastiness works the way it does in this situation, but anything that is your best or worst trait can be used equally in any situation in which someone can figure a way to use it.

That's probably a rules lite approach, and maybe considerably more useful than trying to create the benies and banes of each trait as part of the rules. That's the sort of thing I was after--not some buy this for the price of that idea.

--M. J. Young

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On 8/23/2003 at 7:55am, gobi wrote:
RE: Personality mechanics that work(for you)

M. J. Young wrote: I think he misunderstood my intent, and initiated an entire digression based on that misunderstanding.


Yikes, I'm sorry for causing such a severe detour if it was all based on a misunderstanding. I do like the self-balancing traits you described, however. It's definitely in line with my preferred playstyle. Again, apologies for causing a ruckus. :(

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On 8/24/2003 at 6:17am, Windthin wrote:
RE: Personality mechanics that work(for you)

gobi wrote: I think the whole concept of an advantage and a disadvantage is dated concept, honestly. Anything that describes the character should be considered a trait and leave it at that. Its mechanical value should be determined in the context of the actions being taken and in what way they affect the dramatic tension either in or against the character's favor.


I frankly agree with this; some traits hold both pros and cons, some are fitted to different situations, and some just... are. They're part of the character, all of them, and should be threated as such, not split into two categories, positive and negative. That's a tendency, pigeon-holing, I try to avoid (and the primary reason why I absolutely despise alignments).

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On 8/24/2003 at 6:26am, Windthin wrote:
RE: Personality mechanics that work(for you)

Some traits really are a little one-sided on the outset: Phobia water, for example. Over-coming such a fear, however, can be intriguing and rewarding to see. I agree with what M.J. says here, about traits which hold a little of the good and the bad. Keen senses definitely go both ways, especially in terms of the eyes and ears... but a highly-developed sense of touch might also mean one is easily irritated, rather ticklish, or does not suffer pain well. Even now, however, we really are looking at the pros and cons of each trait... which, well, let's face it, IS part of working something into the system. While this is necessary, I feel it is also important to remember the broader effect of character traits and quirks, just as you a Strength stat and you have the way this is expression, which goes beyond a simple number.

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On 8/24/2003 at 10:03am, kamikaze wrote:
RE: Personality mechanics that work(for you)

Jack Spencer Jr wrote: I think it has less to do with munchkins or GNS priorities as it does with negative point values are a bad idea. Or, are difficult to get to work well at the very least.

I cite the mass combat rules for original D&D Swords & Spells which gave Orcs a point value of -1. Murphy's Rules noted that you could technically have an infinite number of them.

This problem is evident in negative-point valued disadvantages. IIRC my GM used an arbitrary cap, which is in the book if I am not mistaken. The effect was taking many social/mental disadvantage to gain additional points to spend on combat abilities.


You're conflating total negative point costs for a character with negative modifiers. They're not the same. If a point-buy system allows you to come out with a zero or negative total for a unit, then there's a flaw in *that specific set of rules*.

Hero and GURPS both have positive point totals to start with, limit the number of disads you can take (150 base+100 disads is standard for superheroes in Hero, 100+40 in GURPS). You can build negative-point characters in both systems, but neither one requires you to pick N total points of characters, so it's not a problem.

Jack Spencer Jr wrote: Often, these disadvantages didn't have much effect on the game. One time the player who took Odious Personal Habit: Constantly Humming was told by the GM to stop doing that. Five points for free, then.


This was sheer incompetence on the part of the Judge, but it's also obnoxious behavior on the part of the player, who probably was a munchkin looking for exactly that result. The character having a disad doesn't mean the player has to.

The right way to handle that is to give the player a sign that indicates when the character is humming or not humming, and penalize any kind of stealth or social interactions while the character is doing so; the Will check to stop a disad will probably make it crippling.

If the Judge felt that the character shouldn't have that disad, stripping it and the 5 points worth of stuff from the character is mandatory. Allowing a player to slide on it, or getting rid of negative-point disads, is not good gaming.

Really, though, you're getting worked up over nothing. If you add X (where -X is the cost of the most expensive disad) to every ad or disad, and give the characters N*X free points, they're all positive, without changing the effects at all. It's just a mathematical convenience.

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On 8/24/2003 at 9:52pm, Hunter Logan wrote:
RE: Personality mechanics that work(for you)

M. J. Young wrote:
I wasn't talking about spending points at all. I wasn't really talking about a list of ads and a list of disads.

I was talking about a system in which characteristics were defined such that each was defined for both positive and negative aspects.

• Character has an acute sense of smell which makes him able to identify someone and even to some degree track them by their scent, but can't stand to be in a crowded room for more than mere minutes before being overcome by perfumes and body odors.• Character is particularly observant of things that are out of place, and so has an innate sense of what has been changed in any location, but is also overly meticulous about detail and annoying to everyone around him.• Character has an incredible intellect which enables him to understand science and technology (or magic or psychology or some other field) in great detail, but has difficulty making himself understood by others because he tends to talk above their heads and assume that they understand what he is saying.

Things like that.

With that sort of system, you could actually take as many traits as you wanted, as long as they were self-balancing.

--M. J. Young


MJ,
This is excellent. I've been thinking about this sort of arrangement myself, and you've expressed it quite well.

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On 8/25/2003 at 12:00am, Paul Czege wrote:
RE: Personality mechanics that work(for you)

Hey M.J.,

I was talking about a system in which characteristics were defined such that each was defined for both positive and negative aspects.

• Character has an acute sense of smell which makes him able to identify someone and even to some degree track them by their scent, but can't stand to be in a crowded room for more than mere minutes before being overcome by perfumes and body odors.• Character is particularly observant of things that are out of place, and so has an innate sense of what has been changed in any location, but is also overly meticulous about detail and annoying to everyone around him.• Character has an incredible intellect which enables him to understand science and technology (or magic or psychology or some other field) in great detail, but has difficulty making himself understood by others because he tends to talk above their heads and assume that they understand what he is saying.

Things like that.


Those are great! I know you don't own the game, but have you seen any of the discussions in the My Life with Master playtest forum about the More than Human/Less than Human mechanics? Lesseee...check out this thread...

Paul

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On 8/25/2003 at 7:46pm, Windthin wrote:
RE: Personality mechanics that work(for you)

kamikaze wrote:
Jack Spencer Jr wrote: Often, these disadvantages didn't have much effect on the game. One time the player who took Odious Personal Habit: Constantly Humming was told by the GM to stop doing that. Five points for free, then.


This was sheer incompetence on the part of the Judge, but it's also obnoxious behavior on the part of the player, who probably was a munchkin looking for exactly that result. The character having a disad doesn't mean the player has to.

The right way to handle that is to give the player a sign that indicates when the character is humming or not humming, and penalize any kind of stealth or social interactions while the character is doing so; the Will check to stop a disad will probably make it crippling.

If the Judge felt that the character shouldn't have that disad, stripping it and the 5 points worth of stuff from the character is mandatory. Allowing a player to slide on it, or getting rid of negative-point disads, is not good gaming.


I'd agree on this, really; the player was seeking something for nothing, and the GM let them have it. You can even go so far as to assume the character IS constantly humming when capable of it (after all, that IS what that flaw states), and apply penalties as necessary, with forced rolls to suppress the habit in required situations.

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On 8/26/2003 at 5:46am, Jack Spencer Jr wrote:
RE: Personality mechanics that work(for you)

Windthin wrote: I'd agree on this, really; the player was seeking something for nothing, and the GM let them have it. You can even go so far as to assume the character IS constantly humming when capable of it (after all, that IS what that flaw states), and apply penalties as necessary, with forced rolls to suppress the habit in required situations.

Actually, no. You gents are assuming quite a bit her. Suffice to say that she wasn't after something for nothing and was actually upset about not getting to play out her character, such as it was. But this is neiother here nor there for the discussion. Either way the rule was a break point rather than a tool that facillitated roleplaying.

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On 9/4/2003 at 7:09am, RaconteurX wrote:
RE: Personality mechanics that work(for you)

One very excellent set of personality mechanics which I have not yet seen mentioned can be found in Paul Kidd's Albedo and Lace & Steel. Paul has authored perhaps the most realistic mechanics I have seen to render the effect of a character's emotional state, while remaining simple and easy to comprehend. At least in my opinion... :)

Characters have ties and antipathies which represent, respectively, feelings of amity or enmity toward certain persons, nations, ideas, etc. Reinforce one's sentiment... help a thing with which one has a tie, or hinder a thing with which one has an antipathy... and gain a temporary bonus to Self-Image, which can aid in recovery from injuries, increase the likelihood of learning from experience or study, and generally boost morale and confidence. Fail to aid a loved one, or inadvertently help a foe, and Self-Image is penalized to your detriment.

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On 9/4/2003 at 12:49pm, gobi wrote:
RE: Personality mechanics that work(for you)

RaconteurX wrote: Characters have ties and antipathies which represent, respectively, feelings of amity or enmity toward certain persons, nations, ideas, etc. Reinforce one's sentiment... help a thing with which one has a tie, or hinder a thing with which one has an antipathy... and gain a temporary bonus to Self-Image, which can aid in recovery from injuries, increase the likelihood of learning from experience or study, and generally boost morale and confidence. Fail to aid a loved one, or inadvertently help a foe, and Self-Image is penalized to your detriment.


Oooh. That's really good. I think I may be working up something like that for PUNK, replace self-image with "punk points" and "ties & antipathies" with the three punk passions "fight, fuck, flight" and there ya go.

A modified Lace & Steel mechanic would be a really, really cool way to handle some sort of ghost role-playing game. Some sort of setting where the characters are so difficult to kill or so rarely enter physical combat that it's silly to have hit points and whatnot, so the primary detriment of that sort of action is that the character could fail, not that he could die. Hmm... This would be fantastic for a side project I'm working on. I was wondering how to handle combat where fear of death wasn't a consideration, but which would have some sort of decisive negative outcome upon failure and positive outcome upon success.

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On 9/5/2003 at 3:38am, RaconteurX wrote:
RE: Personality mechanics that work(for you)

gobi wrote: I may be working up something like that for PUNK, replace self-image with "punk points" and "ties & antipathies" with the three punk passions "fight, fuck, flight" and there ya go.


Perhaps PUNK could use something like "cred" (sadly, I do not recall any of the colorful slang we used for such things back in '81 to '83... my punk days)in lieu of Lace & Steel's Self-Image. There must be some marveously evocative term which could be purloined from current-day British skinhead (punk, not neo-Nazi) slang. Oh, and I am not sure that "flight" is really suitable as a passion. Most punks I knew were more concerned with fun (dancing, drinking, and freaking the straights) than running away from anyone or anything. :)

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On 9/5/2003 at 9:37am, gobi wrote:
RE: Personality mechanics that work(for you)

RaconteurX wrote:
gobi wrote: Perhaps PUNK could use something like "cred" (sadly, I do not recall any of the colorful slang we used for such things back in '81 to '83... my punk days)


Hey, I'm good with Cred. :) Let's take this conversation to PMs though, I don't want to take another thread wildly off-topic. :P

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