Seventh

September 4, 2009

Update – Attributes

Filed under: Faculties,rules — anteolsson @ 20:38
Tags: , , , ,

I have been thinking back and forth about the attributes a character should have. There are certain that are mandatory such as Strength and Intelligence but there are also some that are far to specialized like Dexterity.  Dexterity only refers to your hands which is why Agility is a much better attribute as it involves the whole body.

I have added a new attribute called Intuition because we have nothing like our sense of intuition and it is a lot of the time a very important tool for survival. Our intuition gives us information about things without doing any activte thinking and it is the main tool a new born baby use for learning. I older ages we start using our intelligence and the more we train our intelligence the more we rely on critical thinking rather than intuition.

I have also rethought Charisma. As I see it ones Charisma describes an unseen and unexplainable force that draws us to people. Natural leaders are often called charismatic. The conclusion I have made though is that it has to do with some kind of balance in oneself. A nerdy professor in mathemathics is not called charismatic just because he is very intelligent and likewise a beautiful model is not called charismatic because of his or her good looks. You can make example out of every Attribute.
The charisma was before calculated by making an average of all the attributes but that does not take into account if your Intelligence score is much higher than your Strength Score. So, now you first take an avarage of all your attributes and then you subtract the sum of The Highest Attribute minus The Lowest Attribute.

On top of this I have found a way to implement Charisma in the game. It will work passivly and be a tool for the game master to decide how the people and intelligent creatures in the the world of Seventh react to the playing character. So it will work passively. So, if the playing character has a low charisma score, uneven attribute values, the game master would not have people starting talking to the playing character without the playing character taking the initiative.

The Intuition attribute will also work passively and the game master will use the Intuition value as an indicator of how much information that will be relvealed to the player without the player making any Intelligence rolls or the like. So the player cannot make Intuition rolls.

That is it for today

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2 Comments »

  1. And on it goes.

    You make small boxes and start cutting away at the world. The more you cut people up in pieces that seem to fit the boxes you have, the more you limit your chances of seeing honostly and blindly. So you settle on you set of amunition, and loose sight of the objects you were aiming at, replacing them with a set of coordinates.

    Maybe this game shouldnt be a new set of boxes, but a bag of knives and axes, equipping everyone to make their on composition of cut offs, their own descriptions of the human being or what ever they are playing.

    B.C.

    Comment by The Black Cloud — November 3, 2009 @ 12:04 | Reply

    • If you mean that by putting restricted definitions on sterotypes and everything else we have definitions for, you limit yourself to only see what you want to see, then I think you are correct. That already exists though and is called Philosophy and you don’t need any sterotypes at all to philosophize about anything.
      There is a great deal of philosophy going into this but it is impossible to write down all the discussions and thoughts that leads to a conclusion.
      What a like about sterotypes is that they can be sterotypes on their own without us imposing definitions on them and I think it is there rules, definitions and sterotypes have their strength. IE, see them as their own entity and try to figure out what they are about and nothing is written in stone everything can change.

      Thanks for all your comments, they bare thought

      Comment by anteolsson — November 3, 2009 @ 12:33 | Reply


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