Expanded Traits

Started by Vagabond, March 02, 2015, 07:14:02 PM

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Vagabond

Hello,

So, today my suggestion is to expand traits. This is not a request to simply have more, but a request to group them and have them act in a more complex manner. I propose that traits be broken up into the following groups:

Physical
-Traits that affect a colonist's muscular strength, finesse, and physical resilience.

Example: Body Builder- Physical fitness is like religion to [Character Name], [he/she] spends an hour a day doing a  gruelling workout. (Ignoring work, [he/she] works out for an hour, but can haul twice as much as other colonists and deals extra damage in melee combat; recieves a negative moodlet if prevented from [his/her] workout)

Social
-Traits that determine a colonist's presence, charisma, and composure.

Example: Pacifist Convert- An enlightening moment of self reflection made [Character's Name] decide to lay down his arms and take up rhetoric ((Ranged + melee)/2 added to social. Social made available if otherwise disabled, and ranged and melee made unavailable.)

Mental
-Traits that affect a colonist's ability to process information, responsiveness to things percieved, and mental fortitude.

Example: Genius Recluse- [Character Name] is a genius in [his/her] field, but is anti-social. ([Character Name] recieves a work speed modifier and x amount of skill points in either researching, medicine, art, or crafting; whichever is highest.)

Interests
-Traits that determine what colonists particularly enjoy or dislike in regards to activities or even foods; things that aren't related to experience based skills.

Example: Video Gamer- [Character Name] love playing video games, and would do only that if [he/she] could, as such, "easy" food has always been a must. ( Will spend every minute he has to spare playing video games, negative moodlet if he doesn't have access to games; [he/she] treats lavish meals as simple, and simple meals as lavish)

Colonist have one trait from each category as a way to help flesh out their personalities. Colonists will like or dislike each other based on their traits. Compatable traits will yield positive relationship gain, uncompatable traits will yield negative relationship gain, and of course some traits don't have any impact on each other.

As examples:

The body builder trait would react badly to a "Couchpotatoe"  trait.
but positively to a "Yoga Girl" trait.
and neutrally to a "Survivalist" trait.

The Pacifist Convert would react badly to a "warmonger" trait.
but positively to a "Zen Gardener" trait.
and neutrally to a "Lawmaker" trait.

The Genius Recluse would react badly to a "Resident Gossiper" trait.
but positively to a "Talented Writer" trait.
and neutrally to a "Inquisitive Mute" trait.

The Video Gamer would react badly to a "Sarkeesian Follower" trait. >.>;
but positively to a "Game Developer" trait.
and neutrally to a "Discordant Blogger (A.k.a Troll)"

Whelp...There it is. Hope it wasn't too much of a wall.

Cheers,
Michael

Argon

This is excellent.  It would make negative and positive social interaction so much more dramatic and meaningful than simply "abrasive" or "had social chat".

-Argon

Vagabond

Argon,

Thanks! The cool thing about this method of trait creation is that once you make one, it is really easy to think up one that can negatively or neutrally react to it. Then you can place them in the categories and then determine how they interact across categories.

Cheers,
Michael