I actually don’t mind the third option and would actually like to see it done more often–and that change of heart comes almost entirely from how @Snoe does it in Freak: Amidst the Neon Lights WIP and playtest.... last update July 4th 2019
I can understand the preference for opposing stats in determining personality, but I tend to get frustrated when a game lets those stats be malleable for too long or for the entirety of a game. Like, at a certain point I want to be done customizing my MC, personality included, and just read the story instead of worrying that reacting a certain way in Chapter 17 is going to suddenly turn what was supposed a sweet character into a sarcastic grump. I also find that opposing stats, when underwhelming, tend to reveal what a writer perceives certain traits and actions to be more than they actually enhance the reading experience or MC’s individuality.
And especially if you’re more of a plot or mechanic-based game, I think a choice of different, set personalities would work better than including a personality stat that has to constantly be considered and catered to. There’s also the (reasonable) reader expectation of their personality stats actually being reflected in the narrative and dialogue itself but that isn’t always the writer’s strong suit or what they were trying to focus on. Again, Freak: Amidst the Neon Lights does it so well ^ ^ I’ll almost definitely be providing a list of three or four set personalities for my next big WIP (a farcry from what i’m doing with opposing persona, personality, and demeanor stats with the current WIP lmao)