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Attributes Should Be a Guideline for Personality
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<blockquote data-quote="MGibster" data-source="post: 9713114" data-attributes="member: 4534"><p>In the early 90s, there was a little magazine published for <em>Cyberpunk 2020</em> called <em>Interface. </em>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 <em>Interface </em>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. </p><p></p><p></p><p></p><p>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. </p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="MGibster, post: 9713114, member: 4534"] In the early 90s, there was a little magazine published for [I]Cyberpunk 2020[/I] called [I]Interface. [/I]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 [I]Interface [/I]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? [/QUOTE]
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