Section8
Cipher
Hmm, I've been a bit quiet over the last couple of weeks. Real Life and that. But it's time to stir up a bit more discussion, this time with something I don't really have set in stone, and I've been pondering for the last little while -
Social Stats
Social Stats are essentially what defines the personality of a character beyond the functional elements of Charisma and Countenance. The define everything from the vocabulary a character uses to the relationships between them and the emotional state they exist in. The two major categories of Social State are Emotions and Dispositions.
Emotions
Emotions represent whatever feelings the character is currently experiencing, and though there is a historical record of the causes, emotions are universally directed - an angry character will have angry conversations with everyone. For now, I have three opposing pairs, and it seems like a reasonable cross section of general, undirected emotions.
Dispositions
Dispositions are similar in function to emotions, but they specifically measure intercharacter attitudes. In other words, each character tracks their disposition toward each other character, creating a vastly more complex web of interaction than emotions.
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So that's the first chunk of Social Stats. There will be a lot more to do with tracking personality and so forth, but the emotional side of things has been gnawing on the back of my brain for a little while. Obviously, everything has to remain fairly simple in comparison to the vast range of human feelings and emotions, but I want it to be complex enough to cover fairly typical narrative emotions and dispositions seen in comics.
So from your perspective - does it seem like I've covered my bases? Any obvious emotional states that I'm missing? Any of the terminology sound confusing, or for that matter are any of the concepts unclear? Does it mean much without a whole lot of context?
And as a bit of an exercise - could you sum up your current emotional state with the three axes above? Could you use the system to adequately represent your disposition toward the last person you spoke with?
Social Stats
Social Stats are essentially what defines the personality of a character beyond the functional elements of Charisma and Countenance. The define everything from the vocabulary a character uses to the relationships between them and the emotional state they exist in. The two major categories of Social State are Emotions and Dispositions.
Emotions
Emotions represent whatever feelings the character is currently experiencing, and though there is a historical record of the causes, emotions are universally directed - an angry character will have angry conversations with everyone. For now, I have three opposing pairs, and it seems like a reasonable cross section of general, undirected emotions.
- Angry<->Calm - Without getting too specific, this will affect dialogue (both the choice of vocab and the reactions from the listener), and the outcome of certain actions. Anger will help "bruiser" style characters, while being calm will help "finesse" style characters.
- Sad<->Happy - Again, a great influence on dialogue and social interactions, but also a general measure of efficiency with many tasks. A happy worker is a productive worker and all that.
- Fearful<->Emboldened - A fairly critical measure in a horror game, and aside from the obvious social influence, there's also a fairly obvious influence on combat situations and morale.
Dispositions
Dispositions are similar in function to emotions, but they specifically measure intercharacter attitudes. In other words, each character tracks their disposition toward each other character, creating a vastly more complex web of interaction than emotions.
- Attraction - Attraction is a measure of physical magnetism. Mostly accounted for by the Countenance stat, it works as a spectrum that stretches from Lust at the high end of the scale, to Revulsion at the far end. It is kept independent of more cerebral attraction to account for characters who are physically attractive, but unlikable and horribly ugly characters who are beautiful on the inside. Over the course of the game, Attraction remains fairly static but is modified by how the character chooses to present themselves (clothing, grooming, etc). It is also influenced greatly by relativity. If the most attractive character should perish or become horribly scarred, their less attractive counterparts should receive a boost.
- Affection - Affection is a measure of conscious magnetism, a spectrum stretching from Love to Hate. Complete strangers start dead centre of the scale, with actions and dialogue being the main influencing factors. All characters will cause changes to Affection, but it is only really skilled talkers who have a reasonable degree of control of their influence.
- Authority - Authority is a measure of relative status, with a spectrum ranging from Domination to Submission. It is used to define the power one character exerts over another, primarily as a result of intimidation, or potentially more specific circumstances like blackmail, or feeding an addiction.
- Respect - Respect is a measure of what a character feels about their peers' functional capabilities, their "work ethic". For instance, a combatant who proves themselves repeatedly in battle will earn the respect of their peers. The spectrum ranges from Reverence to Contempt. Influencing Respect are two major factors - the character's perception of another's skill, and their actual achievements. Dave might be able to see that Nancy is a brilliant doctor which earns her a positive rating, but she failed to save Angela's life, so she loses respect for perceived "underachievement".
- Trust - Trust is a measure of how willing a character is to believe another, with a spectrum stretching from Absolute Faith to Absolute Suspicion. To begin with, this disposition is biased slightly toward the positive (I want to believe!) and is modified primarily by dialogue. Sliding toward distrust is fairly constant, as miniscule details regularly trigger suspicion, but the more dramatic changes come in dialogue directly related to events. If a character speaks falsely of events another character is aware of, Trust suffers a hit. If a character makes a promise, an agent of distrust will steadily increase until they either deliver or reach a threshold of "taking too long". As with most dispositions, social skills are a major determinant in how well a character is able to bend the truth or outright lie. They're also likely to be able to argue their version of truth more effectively, painting an NPC with a conflicting version as distrustful.
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So that's the first chunk of Social Stats. There will be a lot more to do with tracking personality and so forth, but the emotional side of things has been gnawing on the back of my brain for a little while. Obviously, everything has to remain fairly simple in comparison to the vast range of human feelings and emotions, but I want it to be complex enough to cover fairly typical narrative emotions and dispositions seen in comics.
So from your perspective - does it seem like I've covered my bases? Any obvious emotional states that I'm missing? Any of the terminology sound confusing, or for that matter are any of the concepts unclear? Does it mean much without a whole lot of context?
And as a bit of an exercise - could you sum up your current emotional state with the three axes above? Could you use the system to adequately represent your disposition toward the last person you spoke with?