@Drazen: The thing is, in that case, intelligence isn’t so much of a personality trait as it is a skill. “Are you intelligent? Yes or no?”
I’m not saying the axes and alignment box is the basis of your character’s creation, hell, I’m not even saying you’d be able to see it or where you are on it, but I would say is that using it would help me personally plan the trajectory of a character’s personality and reaction, as well as subtle changes to tone.
You’re a Good, but Lawless guy, a proletariat-rebel about to destroy a nobles’ base. Backstory, you’ve joined the rebels after your sister was taken into slavery and died at their hands. Pose the question, why are you doing this? Avenging her death or rearranging the imbalanced order of things?
It’s become a Self-Worldly Concern branching and how the next scene is written might have minute differences, though those minute differences might make it all the more poignant with the player-reader.
Now, seeing as I’ve never seen anyone’s else coding for their game, I don’t know how they handle PC dialogue and personality reflections. I, however, would like certain dialogue and situation descriptions to match the correct mood/preference of the player, so the three axes might be a good step to start from.
I would like to ask how is starting from the end and going back, “I want to make a Lawful-Good Character,” difficult? I would figure it’s easy to create a character you want to fit into that box, seeing as you know how they should fit into it.