MGibster
Legend
In the early 90s, there was a little magazine published for Cyberpunk 2020 called Interface. It was a quarterly magazine that introduced new cyberware, weapons, drugs, NPCs, organizations, etc., etc. to use in your Cyberpunk game. In 1991, Peter Christian wrote an article for Interface called "Getting Along: Interpersonal Relationships in Cyberpunk," and what prompted him to write it was encountering Cyberpunk GMs and players who treated Empathy as little more than a stat to be used to purchase as much cyberware as possible without going cyberpsycho. Christian believed a character's attributes should shape their personality to a degree.
In Cyberpunk, Christian argues a low Empathy low Cool individual is a social outcast. They lack the ability to connect with other people and lacks the self-control to refrain from acting in an inappropriate manner. Whereas someone with a high Cool and Empathy are born leaders, people who have self-control and the ability to motivate others because they understand people.
This is an article that's stuck with me for nearly thirty-four years, and I still think of it when I make an NPC or a player character. I consider their attributes and how it would affect their personality. I can't be the only person who does this. Do you incorporate a player's attributes into their personalities at all? How? Which games do you do this? How would you play a D&D character with a low Wisdom but high Intelligence? In Savage Worlds, what does it mean to have a low Spirit and high Intelligence?
Peter Christian said:Every attribute a character has influences how effectively he deals with people. Three attributes are especially important: Empathy, Cool, and Appearance. A character's relationship with people around him largely depends on the relative value of these three attributes.
In Cyberpunk, Christian argues a low Empathy low Cool individual is a social outcast. They lack the ability to connect with other people and lacks the self-control to refrain from acting in an inappropriate manner. Whereas someone with a high Cool and Empathy are born leaders, people who have self-control and the ability to motivate others because they understand people.
This is an article that's stuck with me for nearly thirty-four years, and I still think of it when I make an NPC or a player character. I consider their attributes and how it would affect their personality. I can't be the only person who does this. Do you incorporate a player's attributes into their personalities at all? How? Which games do you do this? How would you play a D&D character with a low Wisdom but high Intelligence? In Savage Worlds, what does it mean to have a low Spirit and high Intelligence?