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Topic: Personality Traits: How Many?
Started by: Deacon Blues
Started on: 2/10/2004
Board: HeroQuest


On 2/10/2004 at 10:27pm, Deacon Blues wrote:
Personality Traits: How Many?

Each cultural and occupational keyword lists typical Personality traits of typical members (Fears Dragons, Proud, Outgoing, etc). How many of those traits can a starting character take?

Are they selected as part of the Keyword process - that is to say, does a starting character get all of the personality traits listed under a Keyword if he wants them? That doesn't seem right.

Are they extra abilities like relationships that you can select during character creation? If so, the character creation examples contradict this.

Do you just take as many as you like? If so, doesn't that give a lot of power to Personality traits as augments?

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On 2/10/2004 at 10:56pm, Shreyas Sampat wrote:
RE: Personality Traits: How Many?

It seems to me that that is precisely the point.

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On 2/10/2004 at 11:00pm, Mike Holmes wrote:
RE: Personality Traits: How Many?

You can take them all if you like. I usually do. In fact, I usually take all but one just to make the character different from "everybody else" in that group. Then I usually add one or two just to be completely unique. Easily a dozen or so by the time I add virtues on, etc.

Yes, this is loads, and yes it's potent. If you aren't getting at least +6 on every roll from personality traits, consider that you might be in the wrong contests. From the Narrator POV, you should think like TROS SAs. That is, if you can't see a good number of the Hero's personality traits playing into some event, then it's really not interesting to the character.

I had one fight recently where one character was getting about +10 overall from personality. Personality traits tend to be useful in many places, and are really the way that you make a potent character. This is cool, just like TROS, again. It means that the character who's most powerful is the one who gives a damn. It's so cool when a PC can defeat an NPC who has a higher rating in some skill because their augments pump them that far up. This matches life, literature, and the genre so well, I can't tell you how much of an improvement it is to the way RPGs play.

This isn't a bug, it's maybe the game's best feature. When you get done with your character you'll have somebody who's really deep and interesting staring you back from the sheet. Probably as deep as you could describe yourself. That's too cool for words.

Relationships are the focus of those personality traits. That is, personality traits will tell you how and when the character cares, but the relationships will tell you where and what the character cares about and why (Loves Irinia, Defender of Thaylaron City). Together you have a complete map to creating action that will be relevant to the character. In fact, you'll find that players will discover angles that the characters take on issues that you hadn't even forseen. Which means you don't even have to try hard, IME. How different is this from most games where you have to beg the players to pay attention to your plot hooks? It's a godsend.

I mean, throw a bag of money in the center of a ring, and one racial epithet, and that can be a whole adventure write up. The players will look at their character sheets and take it from there.

Sorry to gush, but... :-)

Mike

Edited to note that Shreyas' wordthrifty cross post, as usual, makes mine look clumsy by comparison.

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On 2/10/2004 at 11:03pm, Deacon Blues wrote:
RE: Personality Traits: How Many?

Well, I know HQ isn't a Gamist archetype, but it doesn't take a genius to realize that you can use Personality augments on a WIDE variety of tests. Picture beady-eyed Powergamer hunched over a glowing copy of HeroQuest:

"If I take Honorable and Courageous as Personality traits ... I can use those in combat, in romantic attempts, in debates, in athletic exertion, in facing challenging puzzles ... I'll be unstoppable!"

(No, not meant as a slight to our Gamer brethren. I pick the extreme case to show a potential weakness, and could make Narrativists look just as silly by picking an extreme Narrativist)

Given that Personality traits can augment more than a few contests, if chosen wisely, including the important advancement tests for ranks in a specialized magic keyword, are there any limits on how to select them?

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On 2/10/2004 at 11:35pm, Shreyas Sampat wrote:
RE: Personality Traits: How Many?

I suspect that, if applied with common sense (you can't use Fears Dragons to beat down just any guard, but you can use it against the guard that the dragon has posted at its refrigerator door (so you can get out)), then the effect of personality traits should be to make play in different GNS modes superficially resemble each other in play.

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On 2/10/2004 at 11:55pm, joshua neff wrote:
RE: Personality Traits: How Many?

No, there aren't any limits to personality trait augments. None that I know of anyway. My advice? Don't worry about it. Sure, it's possible for a player to make a hero with nothing but broad & positive personality traits. It's still the narrator's call as to whether or not they apply as augments to a particular roll. And it's within the narrator's rights to give a hero a flaw, including a personality flaw, at any time. Plus, even with all of those augments, the hero won't be "unstoppable"--there's always someone more powerful than you in Glorantha.

But as Mike gushed, personality traits are fantastic. I love them. Those and relationships. Two of HQ's major points, as far as I'm concerned. Let your players augment like crazy with both. It's tremendous fun.

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On 2/11/2004 at 12:09am, Brand_Robins wrote:
RE: Personality Traits: How Many?

Deacon Blues wrote: "If I take Honorable and Courageous as Personality traits ... I can use those in combat, in romantic attempts, in debates, in athletic exertion, in facing challenging puzzles ... I'll be unstoppable!"


I think the key to keeping this under control is making sure that the use of personality traits as augments is regulated by some kind of "relevancy" clause. Unless the personality trait is directly and passionately engaged in the contest, you don't augment with it.

You can use your Honorable to augment all sorts of things, sure, but only if your honor is at stake. Losing a joust, for example, won't make you lose honor -- so you can't pump it up with your honor normally. Now, if you'd sworn on your honor to your true love that you'd win for her, you probably would be able to augment with Honorable -- because your honor is on the line. Of course, if you lose the joust, you'll very likely take the wound penalties to your Honorable (or your True Love) because you gambled with them and lost.

Same deal with courageous -- running a 12 year old out of town when you've got your dozen heavily armed cronies at your back doesn't get augmented by courageous. Sure, you might be courageous, but it sure as hell doesn't matter to this fight. If, otoh, you're taking on 3 armed Lunars all by your self you'll get to augment. The downside is that you're taking on 3 armed Lunars by yourself.

Similarly “cunning” can help you in most negotiations, but when you’re trying to make an honest deal with someone it won’t help at all (honest might). Nor will it help unless you specifically say that you are using your cunning to one up them, meaning that if you fail they may be mighty pissed that you tried to trick them. Combatative might help in any fight where you’re doing your best to beat the crap out of the other side but it probably wont in a fight you don’t want to be in, or where you’re trying to win without hurting the opponent. Courageous won’t help you solve a puzzle – unless it’s a Sword of Damocles situation where not solving the puzzle results in your immediate death.

Now, you can “finess” the system even with that guideline. You do it by making sure that any contest you get into brings a passionate response from as many of your character’s personality traits as possible. If you know you’re going to the joust you swear to your lady, get the other guy to insult your honor, get pissed enough to hurt him and bring out your combatative, make sure to challenge one of the powerful knights on the other side so that your courage comes to bear, make sure he’s a Saxon so your hate of Saxons comes out – and then you have a massive +10 from personality trait augments. And all you had to do it was make your character give a damn, put his life and honor on the line, challenge a champion, show his love, and get involved in a situation that the character deeply cares about that deeply shows the character’s motives and personality.

Which, of course, is the point that all the narrativist go on and on about when they talk about how great HeroQuest is. If we remember that is the point – to bring out passionate and character building play through the use of augments – then it becomes fairly easy to determine if an augment should be usable in a situation or not. If it’s going to reveal character, to make the character care about the world, to involve the character with emotional investments, ties, and problems – it’ll probably work. If it won’t do most of those things, then it isn’t really fitting.

P.S. I'll also note that all those personality traits can become flaws at other times. Your honorable, brave, combatative combat twink character (which, btw, I play in Mike's HQ Shadow World game -- so no slagging the combat twink on my part) can get a lot of bonuses in some situations, but will have an equal number of penalties in others. Just think of how easy it would be for someone like JarEel to call them out. They probably don't have a "cautious" personality trait, and whatever they do end up using will be at -6 at the very least, as that honor, bravery, and combatative nature will make them want to go fight the Lunar DemiGoddess to the death. Same deal with trying to do a delicate negotiation in which they keep getting prickly about their honor and brustling up like they want to fight – those personality traits can come back against them.

I don’t normally use personality traits to that degree against the PC (I like them, in general, to be assets rather than flaws) – but if a PC is always using them and needs to be balanced, it certainly is an option.

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On 2/11/2004 at 12:22am, Kao Nashi wrote:
Wow!

Quick off-topic comment. In this thread and many others the members of The Forge have deeply impressed me with their exposition of the HQ system. You have opened up many doors to Maximum Game Fun. And all in an atmosphere of politeness and congeniality. Wow and thanks!

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On 2/11/2004 at 12:29am, Shreyas Sampat wrote:
RE: Personality Traits: How Many?

I'd like to add that this thread has convinced me of the value of keywords.

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On 2/11/2004 at 4:17am, Mike Holmes wrote:
RE: Personality Traits: How Many?

I'll also note that all those personality traits can become flaws at other times.

Oooh, that gives me an idea, thanks Brand. Thomas is sooo hosed starting next session. I think we'll be seeing the downside of some of his personality traits as he deals with his brother (see Thomas killed their father, y'know, being as he has a personality trait of Berzerker 5W).

Bwahahahhahahahahahaha!

Mike

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On 2/11/2004 at 4:49am, Deacon Blues wrote:
RE: Personality Traits: How Many?

Thanks for your help in elaborating, guys. It confirms what I'd been thinking, and clarifies some issues.

Now, where in the rulebook does it say what you guys said?

[edit] Found it - in the heading of the Keywords sections, where it explains what Typical Personality Traits entail. Hardly the most prominent spot. (Sorry, I have curmudgeonly issues with HQ's layout)

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On 2/11/2004 at 5:51am, Brand_Robins wrote:
RE: Personality Traits: How Many?

Mike Holmes wrote: I think we'll be seeing the downside of some of his personality traits as he deals with his brother (see Thomas killed their father, y'know, being as he has a personality trait of Berzerker 5W).


And combatative 19, and patricide 5w.

This will be ugly.

BTW, DB -- you aren't the only one. There are a couple sections of HQ I'd like to reorganize -- mostly the C-Gen and magic sections, which can be a bit much to dig through.

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On 2/11/2004 at 6:14am, Bankuei wrote:
RE: Personality Traits: How Many?

Hi guys,

Thought I'd briefly add the value of creating conflicting traits for a character to set up an internal struggle. As a player, you may find it fun to play out the conflict between "Compassionate" and "Overwhelming sense of guilt" in a redemption story, or some other set of conflicting traits.

Chris

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On 2/11/2004 at 3:00pm, Mike Holmes wrote:
RE: Personality Traits: How Many?

Chris, as the creator of Synthesis, you think that maybe I do that sometimes? The entire game is all about that sort of conflict.

And I've seen Brand do it, too. He'll make two rolls without explaining why, and then announce an action. I think that often, when you're not sure what to do next, it's fun to see "what the character would do" using the system. Shouldn't be used solely, but it's what Ron would call a "springboard for imagination". Once you see the result, like any other result in HQ, you start to imagine the details of why the character is doing what they're doing, and suddenly you're off running again.

I've seen people roll even-odd in other games to decide what to do. HQ has a built in method for making "random" actions match character personality. Neat.

Oh, and if you ask the Narrator if it's OK to roll, you don't void any rule in HQ. Nothing in the rules says that resistances can't be internal.

Mike

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On 2/11/2004 at 3:38pm, Valamir wrote:
RE: Personality Traits: How Many?

And I've seen Brand do it, too. He'll make two rolls without explaining why, and then announce an action. I think that often, when you're not sure what to do next, it's fun to see "what the character would do" using the system. Shouldn't be used solely, but it's what Ron would call a "springboard for imagination". Once you see the result, like any other result in HQ, you start to imagine the details of why the character is doing what they're doing, and suddenly you're off running again.


Standard operating procedure for Pendragon.

Hardly surprising given they're both Stafford's games

...one could argue that Hero Quest is the ultimate evolution of Stafford's gaming ideals unshackled from the horrible chains of BRP...

...kind of makes me wonder what a similiarly evolved Cthulhu game would look like...

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On 2/11/2004 at 5:15pm, RaconteurX wrote:
RE: Personality Traits: How Many?

Let's not forget that personality traits are great abilities to use in contests too. One of the more humorous extended contests I have run involved a merchant and a lawspeaker attempting to persuade a weaponthane along a particular course of action. The weaponthan resisted using Belligerent, augmented by Strong and Reputation as a Bully.

Merchant: "We really should do X."

Weaponthane: "No!" <shove>

Lawspeaker: "But our mission demands Y!"

Weaponthane: "Bugger that!" <shove>

... Etc.

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On 2/11/2004 at 5:43pm, Brand_Robins wrote:
RE: Personality Traits: How Many?

RaconteurX wrote: The weaponthan resisted using Belligerent, augmented by Strong and Reputation as a Bully.

Merchant: "We really should do X."

Weaponthane: "No!" <shove>

Lawspeaker: "But our mission demands Y!"

Weaponthane: "Bugger that!" <shove>

... Etc.


That's a really fun example of how to make seemingly not-fitting personality traits work in a contest. I'm a bit jealous of that player, actually.

As for my use of opposing personality traits -- it is something that carries over from my Pendragon days. Generally I do it when the character has such powerful, conflicting emotions that I'm really not sure what they would do. Most of the time it isn't necessary, as my characters tend to be pretty well defined, but in times of extreme stress (such as when caught between the evil but sexy priestess who is about to make the innocent daughter of his ghost-worshiping and insane companion into an acolyte just as his younger brother comes into the room and accuses him of being a hypocrite for telling father not to kill daughter as murder of family is what Thomas is all about, and meanwhile his evil blood-drinking sword is starting to demand that he kill everyone in the area so it can feed on their blood....) it can be hard to sort through the mass o massive emotions. That's when I roll.

And I gotta say, so far the results have been pretty good. I loved Pendragon to death, still do, and in some ways HeroQuest really does feel like Pendragon freed up. Not just from BRP, but from the “Christian Knight” game as well.

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On 2/11/2004 at 10:54pm, Mike Holmes wrote:
RE: Personality Traits: How Many?

Brand_Robins wrote: (such as when caught between the evil but sexy priestess who is about to make the innocent daughter of his ghost-worshiping and insane companion into an acolyte just as his younger brother comes into the room and accuses him of being a hypocrite for telling father not to kill daughter as murder of family is what Thomas is all about, and meanwhile his evil blood-drinking sword is starting to demand that he kill everyone in the area so it can feed on their blood....)

Come on, give a realisitic example, dammit, nobody was ever in that weird a situation before. ;-)

And why is it that everyone hates the Lawspeaker? On the HQ rules list, he gets nutted. Here he gets shoved. Anyone get the idea that the Lawspeaker is an asshole? In fact, I'm betting Asshole 5w2 or so. To get back on topic, I can't see Asshole as being a flaw that would hold you back in, say, a fight. OTOH, is it legitimate to allow players to declare other's flaws as positive augments for themselves? This works in Synthesis, and my instinct is to say yes. Further, I'm not sure if the rules directly prohibit it (though I think it implies that you're only supposed to use your own).

IOW, if I'm fighting the Lawspeaker (because he's yabbered at me one too many times) can I get a +5 because of his Asshole 5W2 flaw?

Mike

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On 2/11/2004 at 11:05pm, Scripty wrote:
RE: Personality Traits: How Many?

Mike Holmes wrote: And I've seen Brand do it, too. He'll make two rolls without explaining why, and then announce an action. I think that often, when you're not sure what to do next, it's fun to see "what the character would do" using the system. Shouldn't be used solely, but it's what Ron would call a "springboard for imagination". Once you see the result, like any other result in HQ, you start to imagine the details of why the character is doing what they're doing, and suddenly you're off running again.


Is that what he's doing?? I was beginning to wonder.

Oh, it is all so much clearer now...

Brand, maybe you could let Dana and Bob know that this is what you're doing and why. It might give them a similar tool to use in play. I just thought you were flipping a coin or something. I didn't realize you were actually rolling between two opposing personality traits.

That's a great idea. I'll have to ruthlessly borrow that one...

Scott

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On 2/11/2004 at 11:39pm, Brand_Robins wrote:
RE: Personality Traits: How Many?

Mike Holmes wrote: OTOH, is it legitimate to allow players to declare other's flaws as positive augments for themselves?


I generally say yes, especially in a situation where the character is in good position to take advantage of that flaw. The one thing I'd say is that you can't double bag it. That is, the flaw shouldn't give both one character a bonus and the other a penalty. Either the Lustful 5w lowers the seducees resistance, or it raises the seductress's effect -- it wouldn't normally do both.

As for which way you go, it may depend on the situation. Something like "Lustful" might normally just lower the victim's stat, as it's probably always on and an inherent part of them. Something like "protective of nice girls who cry", however, might act as a bonus to the seductress if she plays the nice little crying girl as part of her act.

In otherwords, if it's part of their weakness always they should take a penalty for it. If it's a specific point that you're deliberatly using for your own benefit, you should be able to gain an augment from it.

(Mechanically the two options will rarely be different, but they can feel different in play -- as one is giving the player a reward for being particularly clever while the other is simply letting them take advantage of a normative part of the world.)

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On 2/12/2004 at 12:00am, RaconteurX wrote:
RE: Personality Traits: How Many?

One personality trait which always seems to make its way onto any lawspeaker's hero sheet is some variation on Pedantic or Nit-picking, hence their tendency to get nutted by so-called "men of action" who want to accomplish things in their own particular... idiom.

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On 2/12/2004 at 5:01pm, Mike Holmes wrote:
RE: Personality Traits: How Many?

RaconteurX wrote: One personality trait which always seems to make its way onto any lawspeaker's hero sheet is some variation on Pedantic or Nit-picking, hence their tendency to get nutted by so-called "men of action" who want to accomplish things in their own particular... idiom.


LOL

Ah, I see, that explains a lot. Not too far from Pedantic to Asshole, really. :-)

Brand, you're almost making the opposition case back there. Consider that an alternate way of handling this, is simply to consider the character's response to the personality trait in question, and then give the character their own relationship to represent this. So, if Thurm is annoyed by the Pedantic nature of the Lawspeaker, then the GM should give him Annoyed by Lawspeaker at an appropriate level.

This is more precise in that the level of annoyance can be guaged for the character in question - some might be more or less annoyed by the pedantic nature of the Lawspeaker. The problem with it, and why I might use the other method, is that it's a lot of extra recordkeeping that may become pointless when, for instance, the Lawspeaker bites it having been left to fend off that cave bear by himself.

Mike

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On 2/12/2004 at 7:49pm, RaconteurX wrote:
RE: Personality Traits: How Many?

As I mentioned here, I think flaws are a great thing and I even want to go so far as to encourage players to take them by awarding Hero Points every time I activate one during play. I think a HP bonus at the end of a session equal to the auto-augment the ability would provide works pretty well. Thus, a Friend of <Sidekick> or Member of <Community> at 17 would give the player two additional HP... not a bad deal.

Because relationships are typically reciprocal in nature, most could act as flaws (and hence sources of HP) whenever the subject of that relationship needs the hero's help rather than vice versa. Narrators could require that the HP awarded for the activation of a relationship-as-flaw, or some fraction thereof (I would suggest a minimum of one HP), go to improve that relationship... representing the strengthening of the relationship bond and the gratefulness of the subject.

Thoughts? Opinions?

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On 2/12/2004 at 9:44pm, Scripty wrote:
RE: Personality Traits: How Many?

RaconteurX wrote: As I mentioned here, I think flaws are a great thing and I even want to go so far as to encourage players to take them by awarding Hero Points every time I activate one during play. I think a HP bonus at the end of a session equal to the auto-augment the ability would provide works pretty well. Thus, a Friend of <Sidekick> or Member of <Community> at 17 would give the player two additional HP... not a bad deal.

Because relationships are typically reciprocal in nature, most could act as flaws (and hence sources of HP) whenever the subject of that relationship needs the hero's help rather than vice versa. Narrators could require that the HP awarded for the activation of a relationship-as-flaw, or some fraction thereof (I would suggest a minimum of one HP), go to improve that relationship... representing the strengthening of the relationship bond and the gratefulness of the subject.

Thoughts? Opinions?


I think that is a GREAT idea, Raconteur X. If I ever get to run HeroQuest again, I may very well use it. Give a base of 1 HP for showing up, 1 HP for being a human being during play, and a third for anything spectacular. The rest will all come from flaws or relationships that were active during play.

That idea just rocks the house, IMO. Thanks RacX.

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On 2/12/2004 at 10:27pm, Mike Holmes wrote:
RE: Personality Traits: How Many?

Heh, Michael, that's exactly how Aspects work in the game FATE. Fred makes a good point when he says that double edged Aspects are your best friend. Because they can make the character more successful, or then can give him more Fudge Points. Either way you come out ahead. More importantly, either way, the character is more of a protagonist than when he started.

I'd only consider giving the players HP, however, if they pointed out a flaw to me. Because, otherwise, as I've said, I'm making the character more of a protagonist by using the ability against them, and really rewarding the character design already. The HP in this case would be to get players to help out the GM who forgets to look for flaws all too often. And I'd only give one, because with these players, they'd soon have stacks a mile high. I might even limit it to just one or two per session. Even from a Gamist POV, what's a -4 on a roll as compared to the relative +20 that the HP gives me (and don't give me the can't spend it on this roll argument, because that assumes that the player is out of HP). ]

In any case, the way that I've been getting players to take Flaws is by proper advertisement. Any ability can be used positively or negatively (even specifically says that about Flaws in the book). So, really there's no difference between Flaws and any other ability except in general applicability. So what I do is tell players that they can get "Free Abilities" in chargen, so long as I think that they're something that might be used against the character a lot. As long as I don't call em Flaws, I get players flocking in droves to take these at all sorts of ridiculous levels.

So, I'm not sure I need further incentive.

Hell yeah, NPC relationships are double edged. Hence why I tend to give them out for free under the argument that they are flaws. PC relationships I usually charge for - let the player assume the risk there.

Hey, that's a good point to seque into another question I had. Brand, your character has both "Loves Whatshername", and "Loved by Whatshername", doesn't he? I think that's an interesting idea. Much like the Asshole problem above. What your method does, quite interestingly, is to allow for unrequited love. I think that when a player takes "In Love with Soanso" that they intend for it to be mutual. Have you "discovered" something here? Shouldn't that Abilty be on the NPC, and not your character?

Mike

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On 2/12/2004 at 11:30pm, RaconteurX wrote:
RE: Personality Traits: How Many?

Mike Holmes wrote: Heh, Michael, that's exactly how Aspects work in the game FATE.


I am quite aware of that, as I mentioned FATE was my inspiration in the earlier post to which I linked. I just wanted to add my recent thoughts on the number of Hero Points to award.

FATE seriously rocks, regardless. It makes FUDGE so much cooler a game engine... :)

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On 2/12/2004 at 11:56pm, Brand_Robins wrote:
RE: Personality Traits: How Many?

Mike Holmes wrote: Hey, that's a good point to seque into another question I had. Brand, your character has both "Loves Whatshername", and "Loved by Whatshername", doesn't he? I think that's an interesting idea. Much like the Asshole problem above. What your method does, quite interestingly, is to allow for unrequited love. I think that when a player takes "In Love with Soanso" that they intend for it to be mutual. Have you "discovered" something here? Shouldn't that Abilty be on the NPC, and not your character?


It probably would be on her sheet -- however she's an NPC and might not have a full character sheet. I've no problem letting PCs have things like that on their sheet as it defines the world through the protagonists, which is often a good thing.

The other thing that I did with Thomas and Alitia is that his "Loves Alitia" is a Personality Trait, while his "Loved By" is a relationship. There is a love relationship -- a specifically focused relationship that allows him to interact with her, and there is an aspect of his personality that relates to that relationship. Similarly he has a "member of Stern family" relationship, but a "Patricide" personality trait. What I'm attempting to do there is mechancially relate the idea that he is a member of the family -- he has obligations to them, and they to him -- but the aspect of his personality influences that relationship. If they call upon him to do something, then he has to do so by his relationship. If he calls on them, however, he has to overcome his patricide to do so.

I supose what I was doing was making the relationship the general interaction, the personality traits a specific focus to give them more detail wich may (or may not) apply in different situations.

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On 2/13/2004 at 10:00pm, Mike Holmes wrote:
RE: Personality Traits: How Many?

Hmm. That's some tricky stuff. We'll see how it works out in play.

Michael, sorry I didn't check the link. D'oh! :-)

Mike

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On 2/24/2004 at 9:08pm, buserian wrote:
RE: Personality Traits: How Many?

Mike said:

Posted: Thu Feb 12, 2004 5:01 pm Post subject:

--------------------------------------------------------------------------------

RaconteurX wrote:
One personality trait which always seems to make its way onto any lawspeaker's hero sheet is some variation on Pedantic or Nit-picking, hence their tendency to get nutted by so-called "men of action" who want to accomplish things in their own particular... idiom.


LOL

Ah, I see, that explains a lot. Not too far from Pedantic to Asshole, really. :-)

Brand, you're almost making the opposition case back there. Consider that an alternate way of handling this, is simply to consider the character's response to the personality trait in question, and then give the character their own relationship to represent this. So, if Thurm is annoyed by the Pedantic nature of the Lawspeaker, then the GM should give him Annoyed by Lawspeaker at an appropriate level.

This is more precise in that the level of annoyance can be guaged for the character in question - some might be more or less annoyed by the pedantic nature of the Lawspeaker. The problem with it, and why I might use the other method, is that it's a lot of extra recordkeeping that may become pointless when, for instance, the Lawspeaker bites it having been left to fend off that cave bear by himself.


An easy way around this problem could be to define the nature of the relationship between the characters. Most heroes, I think, neglect to have relationships with each other during the game. They might all have a relationship to their hero band, but most don't define their relationship to each other as "adventurers". If they did, instead of "Friend of Thurd the Lawspeaker", the relationship could be "Friend of Thurd the Annoying Lawspeaker". This involves no more record-keeping than just having the relationship itself, but the relationship is defined a bit more than usual, giving it character. All friends occaisonally fight, and all friends annoy each other. (Hell, that's how you know they're your friends....) But now I can use my relationship as an augment when I am dealing with him being annoying. I can use it to help _resist_ beating on him (because I'm his friend) or to help beat on him (because he's annoying).

buserian

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On 2/24/2004 at 9:51pm, Mike Holmes wrote:
RE: Personality Traits: How Many?

Cool. We'll have to give that a try. I have no problem with players having thier characters taking relationships with the other characters (almost seems like all we do in terms of development, actually), but they might be a bit better if they had slants like this. I may suggest something like this next time.

Thanks,
Mike

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