Opposite pair variables vs. single percent variables

I find that opposing stats are very useful in tailoring text to describe scenes, and seeing how the reader wants to play their character. Single stats are useful for things you just gets better/worse at.

But I think it all depends on what you wants to do with the stats in your game.

For example in my game I have opposing stats (like cautious/daring and arrogance/anonymity) for things that determines the style of MC that people play, single stats to determine their mental powers and relationships with people, and then lots of on/off stats that has no numerical value, they are either there or not. There’s usually different ways to get through a challenge, and the different paths in failure or success is just that. Different paths. I am trying to write this from an RP standpoint more than a numbers game, so I am using the stats to track and customize as much as check against. My goal is that the reader should be able to pick what they feel the character should do and have a satisfying result, even if that might not be the best possible one.

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