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Should personality or mental stats exist?
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<blockquote data-quote="Aldarc" data-source="post: 9253505" data-attributes="member: 5142"><p>You may want to check out the DC20 RPG that is being developed. From what I recall, players select one of their four stats as their Prime stat, which acts as the value for things like attack rolls. But this means that if you want a smart fighter, that you can select Intellect or Charisma as your prime stat without being mechanically penalized in your role.</p><p></p><p></p><p>Some of what you describe here is similar to social mechanics in various PbtA where it's often about divulging information that let's the players then make informed decisions about how to procede. So social encounters can involve what clues you get. The guard or even PC may have to say what conditions are required for them to be convinced, the player character has to answer honesty, or the player can choose from a list of possible consequences.</p><p></p><p>Or in Fate, which I know we both play, you can be "taken out" in a social situation. Maybe you are humiliated and embarrased by a rival. How you feel about that or what you think still is up to the PC, but you were effectively taken out of the scene. We may even throw a consequence on the PC that will take time to clear: "Humiliated at the Royal Court." That may take as long to heal as a combat wound.</p><p></p><p>There are some games that stradle the line. A possible consequence in Monsterhearts is the "turn someone on" move can be used by a PC on a PC or even a NPC on a PC (as a possible consequence of a failed roll: i.e., "turn the move back on the PC"). But the game says that the PC still has control over how they feel or what they think about it. But being "turned on" is a reality in the game fiction that they have to deal with.</p><p></p><p>Or in Pendragon there are times when failed rolls means that there are times or situations where the the player can lose control over their character. However, it's like succumbing to insanity in Call of Cthulhu, but in this case, it's succumbing to your virtues or traits as an Arthurian knight. I was actually pretty impressed with Greg Stafford here. He brought his receipts about his decision to do this with heavy citations of the Arthurian source material: such as Lancelot losing control in a fit of murder or an inability to not fall in love with Guinevere despite that going against his better judgment.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9253505, member: 5142"] You may want to check out the DC20 RPG that is being developed. From what I recall, players select one of their four stats as their Prime stat, which acts as the value for things like attack rolls. But this means that if you want a smart fighter, that you can select Intellect or Charisma as your prime stat without being mechanically penalized in your role. Some of what you describe here is similar to social mechanics in various PbtA where it's often about divulging information that let's the players then make informed decisions about how to procede. So social encounters can involve what clues you get. The guard or even PC may have to say what conditions are required for them to be convinced, the player character has to answer honesty, or the player can choose from a list of possible consequences. Or in Fate, which I know we both play, you can be "taken out" in a social situation. Maybe you are humiliated and embarrased by a rival. How you feel about that or what you think still is up to the PC, but you were effectively taken out of the scene. We may even throw a consequence on the PC that will take time to clear: "Humiliated at the Royal Court." That may take as long to heal as a combat wound. There are some games that stradle the line. A possible consequence in Monsterhearts is the "turn someone on" move can be used by a PC on a PC or even a NPC on a PC (as a possible consequence of a failed roll: i.e., "turn the move back on the PC"). But the game says that the PC still has control over how they feel or what they think about it. But being "turned on" is a reality in the game fiction that they have to deal with. Or in Pendragon there are times when failed rolls means that there are times or situations where the the player can lose control over their character. However, it's like succumbing to insanity in Call of Cthulhu, but in this case, it's succumbing to your virtues or traits as an Arthurian knight. I was actually pretty impressed with Greg Stafford here. He brought his receipts about his decision to do this with heavy citations of the Arthurian source material: such as Lancelot losing control in a fit of murder or an inability to not fall in love with Guinevere despite that going against his better judgment. [/QUOTE]
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