Solasta had a promising concept of this (characters picking multiple personality traits, or even spending all their points on a single personality trait if it's hyper-dominant) but the plot and dialogue were too banal for it to really even matter.
Solasta had a promising concept of this (characters picking multiple personality traits, or even spending all their points on a single personality trait if it's hyper-dominant) but the plot and dialogue were too banal for it to really even matter.
I disagree with this approach. Strongly.I don't like there being all of the options when my character was acting in a certain way most of the game. There could be dialogue progression mechanic kinda like Mass Effect's paragon/renegade, when you act in certain way for some time the opposite choices should start to disappear gradually and more/heavier options start to unlock for the way you been acting... but I'm not sure about this since anyone can act/say stuff unpredictably at anytime so :/
The main fault of the Mass Effect's system was pigeonholing players into one of two categories: Paragon and Renegade. It is not really good system for roleplaying.
Besides that, I would add something from the character creation: just like your physical stats determine your interactions with the world, your psychical stats should determine your interactions with the people.
In some respect I think we lack an RPG that is an information-exchange simulation game. Ruinarch is a good example here: it's possible for you to spread out information with malicious intent, because characters can learn about events and act on that knowledge. The identical mechanism could be applied here, especially if you treat your RPG as a simulation, where some people will be more mobile than others and act as "spreaders". Imagine the possibilities!
I am not convinced about mental stats not being needed (I'd say they have a place as much as physical stats. After all, a character who can't read shouldn't be able to read, even if the player can), but I agree that mental stats could have... subtler effect on the player character, without making it too apparent to the player himself. Similarly to how the sanity can affect the player in horror games. It's my belief that we should strive to blurry the line between the player character and the player, so it matters what kind of character the player is playing with. It could also help in making each character a unique experience enough to warrant multiple playthroughs.Physical stats/appearance etc should have an effect on people; f.i. strength can be used to lift things but also to intimidate people. In fact mental stats is not really needed at all imo, you can't check player's own RL physical stats but you can check their mental stats, f.i. put an intelligent option there among others but don't tag it nor put a INT skill check on it. If player is intelligent enough and RPing an intelligent character he'll pick that one Its a design choice tho.
I am a big proponent of emergent gameplay.Sounds like a procedural system rather than handcrafted narratives tho.