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Highly detailed PC personalities?
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<blockquote data-quote="[OMENRPG]Ben" data-source="post: 5915737" data-attributes="member: 6677983"><p>I spoke about it not too long ago on another post, but I've been developing a "personality sheet" for my characters in OMEN. </p><p></p><p>Basically it is tiered (like everything in the OMEN system) and has a small dose of mechanical impact but is mostly used as a guide to keep players in character.</p><p></p><p>At the top of the page it has a large blank space for a picture and the character's name to be folded over (if they so choose, sort of like an elementary school name tag) and then a few lines for brief description of the character to keep consistent.</p><p></p><p>Below that upper section are the three Core Traits that define the character's true inner foundation. Such traits could be large categories like generous, noble, aggressive, ambitious, honorable, logical, things like that. The player can write down whatever three core traits that he or she wants, we encourage creativity and have quite a few examples in the book. Every character is recommended to have at least one trait that is quite different than another (for example "hot tempered" and "logical" would be considered different enough.)</p><p></p><p>Beneath each of the three core traits is a series of empty lines to allow the player to fill in with more nuance and subtlety as many traits as he or she desires. We recommend at least three sub-traits beneath the core traits. An example would be the core trait of Creative, and the sub-traits being "artistic, insightful, dramatic, romantic."</p><p></p><p>The GM should be familiar with all of these traits and attempt to cater to them, and provide small bonuses for a player staying within the logical confines of those traits. This arose from a playtest group that was particularly shy and having a hard time thinking and acting in character, and after the implementation of this sheet (and the requisite +1 here and there for staying in character) role-playing and personality increased five fold. </p><p></p><p>After some more playtesting, we will decide whether we want to keep it or not, but I think that it works really well and is of course optional. I always go crazy with my own character motivations and backstories, but a lot of people don't. </p><p></p><p>As for a numbered axis of a bunch of specific traits, I think that is a little too pick and choose for my taste at least for a light system like OMEN, but I think for a more crunch-heavy system something like the OP is suggesting might be beneficial.</p></blockquote><p></p>
[QUOTE="[OMENRPG]Ben, post: 5915737, member: 6677983"] I spoke about it not too long ago on another post, but I've been developing a "personality sheet" for my characters in OMEN. Basically it is tiered (like everything in the OMEN system) and has a small dose of mechanical impact but is mostly used as a guide to keep players in character. At the top of the page it has a large blank space for a picture and the character's name to be folded over (if they so choose, sort of like an elementary school name tag) and then a few lines for brief description of the character to keep consistent. Below that upper section are the three Core Traits that define the character's true inner foundation. Such traits could be large categories like generous, noble, aggressive, ambitious, honorable, logical, things like that. The player can write down whatever three core traits that he or she wants, we encourage creativity and have quite a few examples in the book. Every character is recommended to have at least one trait that is quite different than another (for example "hot tempered" and "logical" would be considered different enough.) Beneath each of the three core traits is a series of empty lines to allow the player to fill in with more nuance and subtlety as many traits as he or she desires. We recommend at least three sub-traits beneath the core traits. An example would be the core trait of Creative, and the sub-traits being "artistic, insightful, dramatic, romantic." The GM should be familiar with all of these traits and attempt to cater to them, and provide small bonuses for a player staying within the logical confines of those traits. This arose from a playtest group that was particularly shy and having a hard time thinking and acting in character, and after the implementation of this sheet (and the requisite +1 here and there for staying in character) role-playing and personality increased five fold. After some more playtesting, we will decide whether we want to keep it or not, but I think that it works really well and is of course optional. I always go crazy with my own character motivations and backstories, but a lot of people don't. As for a numbered axis of a bunch of specific traits, I think that is a little too pick and choose for my taste at least for a light system like OMEN, but I think for a more crunch-heavy system something like the OP is suggesting might be beneficial. [/QUOTE]
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