silva wrote:shadzar wrote:XP is the mechanic for roleplaying. People still cant figure out how to make something as simple as Good<-> Evil, and Law<->Chaos work, so how in the hell would the figure out something with more than 2 sets of 2 options?
Shad, genereally I agree with you but Ill have to disagree here. See, the alignments are bad precisely because they try to emcompass so much meaning in just 2 axis
no, their problem is that they try to overlap the axis. and in doing so have confused people on what things as simple as "good" or "evil" means
when you ahve a binary set if it is not one, then it is the other, so pick the one most easily defined and use it to check against.
was killing the baby orcs evil, when done to eradicate the adults that are terrorizing the local village? local genocide is what you are dealing with, you jsut have to know if your game considers orcs as "creatures" worth living or jsut monsters built from evil. then just leave the christian and other real world religion out of it and think in term of the GAME WORLD.
if it is not evil, then it is good.
same goes for law/chaos
the problem with personalities is that they will ll interact must more strangely. what happens when you add fear into the personalities? what about obsession? (see 3.x kender) things begin to get stupid and go against the players ability to play the character.
if you want heavy story mechanics, then you msut play a game where you have little control over your character and let the story mechanics determine what you can do, AND
WHY. how often will this personality trait be used for entertainment or furthering the game, and how often could it be used against a player by a novice DM or asshole DM?
this is why Flint Fireforge way afraid of water and horses/ponies, but no dwarf played in DL else could care less about either.
personality traits are plot devices for author, which do not exist with the kind of power needed in an RPG.
look at all the things that can go wrong with just Fear. right out the pros and cons of having such a personality trait, and then figure how, if it has merit to exist, it could be mechanically added to as not overpower or nerf a character... something you people call a trap option.
now IF you have players who chose their character to be afraid of something and it shows when they want it through play, but really ha no interaction with the mechanics, then it cannot be abused. the moment you create a rule or mechanic about "fear" it could easily turn from a quirk of the player's character into a trap option.