Interest Check Thread

The opposite, actually. Route selection is explicitly done by the player, and it would affect personality stats directly and indirectly. I may choose to track radical changes to personality stats separately, to give the player an idea of their character’s overall journey. I’m still considering this.

But I have read a number of different threads on personality stats (notably this one), and I see that people feel limited by personality meters that determine what choices are available to them. So I decided that I would stick to a strict inversion of this, where the player’s choices are open and choices are reflected in the stats, rather than the opposite. To be clear, this applies to the opposite-pairs personality variables, so there will still be checks on skills and relationships.

I’m still working on figuring out the possible end-states of the game, but most of them would involve the usurper king being dead.

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