Zenbitz:Really deep thoughts about NPCs and their disturbing personalities

From Post-Apocalyptic RPG wiki

Jump to: navigation, search

Wip mechanic.png This article covers a work in progress game mechanic.

Work in progress mechanics get currently fleshed out and are not ready for review yet. Once they have been fleshed out in detail and are ready to be reviewed, they become submitted game mechanics.

NPCs should have a personality. It should be defined quantitatively, and the game mechanics should take it into account.

Traditional dichotomies

One thought I had was to use a standard personality scale - like:

Extraversion  <---> Introversion
Sensing       <---> Intuition
Thinking      <---> Feeling
Judging       <---> Perceiving

Better dichtomies

But... that's kind of ridiculous in a RPG. "Feeling". But we could maybe come up with 4 other dichotomies:

Untrustworthy <---> Honest
Violent       <---> Pacifistic
Foolhardy     <---> Cautious
Avaricious    <---> Generous

(I used words that start with different letters to short hand it) These are all cherry picked because they are relevant for "adventures" like in RPGs. A PCs actions can usually be graded on these scales. If you lie - point of "U", forgo a reward, point of "G".

These are kind of like the 8 virtures of Ultima IV (yes, I am old) but since our game is amoral... we have to go both ways.

PC starts right in the middle on these, and as he does stuff, his 4 counters swing one way or the other. The people he might will react to him based on these scores - and how they compare to their own scores. (It might be a stretch to say that Greedy people like each other... but hey). This would also be of influence as to whether an NPC "joins up" - and how long they stick around to witness you egregious crimes against humanity!

Personal tools