The Marked also has static personalities you can choose along with other personality variables
To be honest when I first replied I was thinking of a system I’ve seen before where, for example, Phyron meets the Whelp for the first time and starts insulting them, there then could be choices like:
- Snark back (antagonistic relationship)
- Be sad, you didn’t choose to be born! (neutral relationship)
- His animosity goes entirely over your head, introduce yourself with a smile (oblivious friendly relationship)
Then the relationship could improve or fall apart depending on your choices from then on ![]()
I don’t really want to set the personality too early, nor do I want to have a relationship system like that.
It’s too easy to unwittingly lock the player (and thus interactions) into a certain path like that
But I’ll see what I can do
That makes sense
I hope you have good luck finding one that works for your story
Thanks. And there’s still time. First we gotta manage to become a drake. (yes, there’ll be some timeskips)
It’s needed since we’re not gonna play as a newborn whelp to get to that stage. At that stage the game will truly begin since we can start to make choices to do stuff instead of learning about everything. Setting up personalitys can be tricky in games like this but the payoff will be worth it since it add more life to the MC instead of a soulless machine.
little bit of progress update… Kassias is struggling…
He is struggling? With what? ![]()
unless the whelp perceives it/recognizes it, even, as Kassias ‘claiming his property’
If I may suggest, perhaps you can have Alerhon commenting about how Kassias is treating the (red flight) whelp as his property.
My cynical MC: “I’m not your help, Cashews.”
Explaining the Gods. Not in the sense that he couldn’t do it, but Paddy is heckling
I’m starting to like Paddy already as a partner in crime when it comes to annoying and/or insulting Kassias.
Explaining the Gods. Not in the sense that he couldn’t do it, but Paddy is heckling
Hm, lemme think.
I think Vendetta has something like that where you can choose if you try to find justice for your fathers murder or vengence which changes quiet significantly how your character views things.
Samurai of Hyuga is another interesting example cause you basicly set your personality across the first 1/3 of the first book and then it becomes a mechanic where you get rewarded for “staying in Character” for the rest of the story. The mechanic changes even intentionally across the Following books.
Then you got something like fallen Heros that changes basicly what kind of villian you want to be. Its simple in nature there, as you basicly pick how your Character reacts for each Situation and you got multiple “archtypes” to pick from each time. I just mentioned it here cause I think its well done in those games.
And I know that there are games whetr you can pick a personality trait like: “my Character is rather quiet or stoic” somewhere early on in the game and then it gets used to Show how your Character reacts through out the game. I gotta check though which ones that where again. I think Dragon Kin employs something similar but I gotta check.
I don’t like being forced to choose a personality so early into the story until I know what I’m dealing with. I need to understand the character - their background and circumstances - so I can “fit their shoes” and think like they do. I want to understand them so I can become them.
What’s more, I find myself quite often changing and adapting as the situation evolves. Sometimes I can start stoic and ruthless, and slowly grow or develop a different attitude as the story develops (or vice-versa). It’s called character development.
Static personalities can work if done correctly, however, I find that in these stories that usually involves (or devolves) into min-maxing to “win”. At that point I start losing interest in the game because I’m no longer roleplaying, just picking whichever option I have the highest points in…
What I’ll probably do (I think I either said here or on tumblr? i forgot) is that you build a up your personality stats through choices, and at a certain point you can pick a ‘core’ personality based on those stats.
That will only affect dialogue etc.
If i can pull it off
Neat! Definitely give it a try. This is a WIP, so if you find something better in the near future, you can always change the mechanics.
Sounds reasonable ^^ and if nothing else, you can always write the options of how to respond to any given Situation with some Archtypes in mind that you keep throughout the game.
I like what you did earlier on where you for example could ask Alerhon something or not, and have a different reasoning behind it.
Like: “You are curious and want to know, but feel it might be rude to ask.”
I think that concept is something worth keeping and might make it easier to define your Characters personality.
Looks younger than I thought.^^
Im still for Alerhon as a main father figure.^^ At least if you are from the Black and blue flight.
Eh. My red flight (gold) MC sees Alerhon as his dad. Queen Astia and her consort Cashews don’t mean anything to him.
Fair enough and probably for the better ^^
Same. They were worst than the blue and black since they pretended we didn’t exist and indifferent despite the Queen telling us who she was. At least our bro is alright despite our different opinions of Kassias.

