Personality variables usually work well as opposed stats.
Now, if you’re doing something like Torment: Tides of Numenera where you have five stats pushing against each other, I suggest doing them all as single stats.
Personality variables usually work well as opposed stats.
Now, if you’re doing something like Torment: Tides of Numenera where you have five stats pushing against each other, I suggest doing them all as single stats.
This is conflicting me, personally.
I never put a choice at what type I prefer the most, because based on my experience playing tons of Dashingdon WIPs, HG or COG—I’ve seen variety of it, the one that already done shit, the one that has done right—each of it with their own type.
So, I conclude the good or bad of personality system in the game depends on the author.
For example of numerical value done right, like in
Smoke and Velvet
(Dashingdon WIP)
Sincerely, I never seen “set personality with a single choice” type, I’m curious what that would be. But it sounds less of freedom and putting the player in a box.
As I choose the poll with “other” option, I kinda prefer what
Samurai of Hyuga did.
You gave an interlude/prologue to collect point for opposite stat of your personality, then *it locked
for the rest of the game.
And narrative text and even the MC’s response change based on that personality, but you still got a chance to choose your own option—but it will decrease your “Attunement” stat—its ok anyways.
So, I love any type of personality system especially opposing stat only if— it didn’t change and locked to stay on my preferable side of pairs.
Maybe some people could relate with me, I’m worried at personality stat when playing a wip/HG/COG games and always anxious if it’s changes. Every choice made, I will check the stat to keep it stay on side of pairs I like.
Because just in case maybe in that game has “stat check” when I was playing my first HG game, I didn’t knew if there would be stat check based on personality … so what happened next is out of my liking.
So since that, I learn from mistake and got this weird anxious toward personality stat LOL
I do too – but I rarely like the way that fixed personality is implemented. Like others have said, even a generally angry person shouldn’t have to always be angry, even when the situation is obviously inappropriate.
My preferred approach would be to get the choice of tone in each response I make, so I’m the one choosing my “voice,” and let my consistency or inconsistency in those choices affect how others perceive me while not locking me into always using any one tone. So the more consistently I’m sarcastic, the more people will react to me that way, but I’m not turned into an idiot who can’t stop being sarcastic in front of, say, an Elder God.
I mean, that would be on brand for an old roommate of mine, so I can see it happening with a pc ![]()
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Somebody please write that scene (I mean, somebody whose Elder Gods aren’t sarcastic themselves).
I voted for opposed pairs. The way I do personality stats in my story, I let the reader choose the actions, but let the reactions after the choice be based on the personality stats.
I don’t exactly have a “set personality” at the start, but I have variables called “traits” that boosts a certain personality stat. So you can choose to be extroverted for example, which makes choosing introverted choices have less of an effect to the stat overall.
I’m disappointed my What if opposing stats actually used two variables? thread didn’t gather much interest. Using two variables for opposed stats basically functions like fairmath, so your earlier choices have a greater effect on your personality, while later choices will have a diminishing effect as time goes on.
I haven’t really tested how well it holds up since I’m still fairly early in my story, but I figured I’d bring it up. 
Don’t mind me, I’m just using this thread to put down some notes for personal use.
Personality Implementations I enjoyed;
Occasionally uses a Hybrid personality system (Humor+Morbidity: Dark humor, Confidence + Morbidity: Direct creepiness etc), something that’d be interesting if expanded on.
Three unopposed variables: Confidece, Humor, Morbidity
Two opposed variables: Resentful/Accepting, Ethical/Expedient
One hidden variable: Depressed
Uses flat numbers to increase stats throughout via reaction choices, stat checks to flavour text (not much, just sentences and quips)/ determine other people’s perception of MC. Stat check flavour text isn’t heavy, but coupled with flavour choices, it still feels like it shows MC personality. I think this is the most common type of personality implement on this site.
This is the first game I played that had text so heavily flavoured by customisable MC personality. I was awed.
Five sets of opposed variables: Impulsive/Calculated, Perverted/Chivalrous, Charming/Stoic, Drifter/Protective, Brutal/Finesse
Personality locks after the first few chapters, and after that going along with that rewards you with attunement. Whole paragraphs differ with personality stat checks, which I found immensly enjoyable. Personality implementation wise, I’ll pick this series as my favourite.
Another similar implementation is Freak Against the Neon Lights.
FH doesn’t have personality variables. MC personality is largely predetermined, but considering the trauma and predetermined course of action (and utility for the MC Puppet), this makes sense. Due to the premise of the plot being less open and more set/limited, the predetermined personality feels natural and neutral. Additional flavouring can be done through the few flavoured choices.
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Tl;dr;
Limited Premise allows for limited personality without making it feel too limiting.
Personally, I prefer whole paragraphs of personality trait tailored flavour text, more than a single sentence.
The whole game shouldn’t be flavoured with a single type of personality; If there are multiple personality variables, use all of them. Which is why I prefer opposed stats than separate stats. Stat checks for separate stats tend to go for the single highest stat. It makes the character flat.
Generally, people should be able to choose whatever choice without feeling like they’re breaking character. You can accomplish this by putting stat checks after the choice to give different flavour text when appropriate ( Ex: A usually stoic and reserved MC may act slightly awkward or aloof when choosing a geniune choice, but not as a stat fail. Other characters may also act appropriately surprised when you “show another side of yourself” that way). Situations should also be taken into consideration.