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Concept for a personality system
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<blockquote data-quote="garrowolf" data-source="post: 6245144" data-attributes="member: 31900"><p>Sorry it took me so long to replay. The phone app for this site wasn't letting me see my notifications. </p><p>Yes it is for a generic game but it didn't pan out. </p><p>I came up with a different idea that I think will do something similar but work even better. </p><p>I really like flaws in games but most of the time I see people using them to min/max. So I came up with the idea that you get a certain number of flaws. Each skill has a bunch of suggested flaws. If you add skills you add flaws. You don't have to spend them all in the same skill. The whole concept is that your character has issues. Each level you can change one flaw for another as you deal with some problem or develop a new one. </p><p>For instance you could start with a hatred of Elves but through your experiences you no longer hate them but now you hate Orcs. Or maybe you have a fear of water but you have a friend of yours keeps startling you and you fall in to water. You realize that the water isn't so bad but you really hate to be startled now. The old flaw and the new one don't have to have anything to do with each other either. You could add a new skill and discover that you have some quirk with the way you deal with that skill. </p><p>Anyway it means that characters have flaws, they experience them, and they overcome them. This is the core of good storytelling.</p></blockquote><p></p>
[QUOTE="garrowolf, post: 6245144, member: 31900"] Sorry it took me so long to replay. The phone app for this site wasn't letting me see my notifications. Yes it is for a generic game but it didn't pan out. I came up with a different idea that I think will do something similar but work even better. I really like flaws in games but most of the time I see people using them to min/max. So I came up with the idea that you get a certain number of flaws. Each skill has a bunch of suggested flaws. If you add skills you add flaws. You don't have to spend them all in the same skill. The whole concept is that your character has issues. Each level you can change one flaw for another as you deal with some problem or develop a new one. For instance you could start with a hatred of Elves but through your experiences you no longer hate them but now you hate Orcs. Or maybe you have a fear of water but you have a friend of yours keeps startling you and you fall in to water. You realize that the water isn't so bad but you really hate to be startled now. The old flaw and the new one don't have to have anything to do with each other either. You could add a new skill and discover that you have some quirk with the way you deal with that skill. Anyway it means that characters have flaws, they experience them, and they overcome them. This is the core of good storytelling. [/QUOTE]
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