Ok, I'm not good at explaining things but this is something that would be very good for short rpgs that do not use too many strings. Basically this is a system that will give a players character a sort of personality using counters.
At the start of the game after you have selected your character you get a short quiz which will determine your characters personality. You would use a counter that could go from 0-9 (each point being a different type of personality).
I'll give you an example: Say the first question is to test the aggresivity of your character, you get a choice of 3 things Passive, Normal, and Aggresive. If you choose Passive then 1 will be added to the counter, if you choose Normal then 2 will be added on to the counter, if you choose Aggresive then a 3 will be added onto your counter. Then it goes to the next question mabye something like is your character polite? You might get 2 options Polite or Not Polite. If you choose Polite then 1 would be subtracted from your counter. If you choose Not Polite then 1 will be added.
Triggers
Trigger |
Players: |
¤ Player 1 |
Conditions: |
¤ 0 Deaths of Question
|
¤ Current Player Brings 1 Hero to Anywhere |
Actions: |
¤ Create 1 Civillian for Current Player at Quiz
|
¤ Display Text: How aggresive are you? |
Trigger |
Players: |
¤ Player1 |
Conditions: |
¤ Brings 1 Civillian to Passive
|
¤ 0 Deaths of Question |
Actions: |
¤ Remove 1 Civillian at Passive for Current Player
|
¤ Add 1 Death to Personality
|
¤ Add 1 Death to Question |
Trigger |
Players: |
¤ Player1 |
Conditions: |
¤ Brings 1 Civillian to Normal
|
¤ 0 Deaths of Question |
Actions: |
¤ Remove 1 Civillian at Normal for Current Player
|
¤ Add 2 Deaths to Personality
|
¤ Add 1 Death to Question |
Trigger |
Players: |
¤ Player1 |
Conditions: |
¤ Brings 1 Civillian to Aggresive
|
¤ 0 Deaths of Question |
Actions: |
¤ Remove 1 Civillian at Aggresive for Current Player
|
¤ Add 3 Deaths to Personality
|
¤ Add 1 Death to Question |
And the next set of triggers would be similar for the next question. This could be used for several things. It could determine how NPCs in the map respond to you, mabye (if you are using a system to talk back) how your character would respond to NPCs, it could also determine how likely enemies are to follow your character and try to attack them, you could even set the personality to choose what type of character they will receive. This does take up alot of triggers and you will need a different trigger for however many personalities you choose to use and for some reason to me this doesnt seem like it is worth the ammount of triggers so I have thought of something you could do to add more variety and still use the same amount of triggers.
Instead of just having a counter from 0-9 you could use one from 0-99, this does not mean that you are gona have 100 different personality types you can have as many as you want all this does s give you more range. instead of looking at it as lets say 67/100 you would look at it as 6.7/10. Instead of just having it if player is at personality 5 then make NPC say this to them you could have if persons personality is anywhere from 4.5 to 5.5 (atleast 4.5 at most 5.5) then have NPC respond this way. This would mean that your personality isn't set at a certain point but can be closer to this or closer to that.
String Saving Tips: -Try using the same response for two different types of personalities
- This is no good for long rpgs so don't even try it!
- Don't waste any strings on comments or switches
Pros and Cons
Pros:
Adds more variety
Adds more replayability
Gets players more involved in the game
Cons:
Lots of triggers (take the number of triggers you were thinking about having (that take up strings) and multiply it by the number of personalities you choose to have)
Well thats all I can think of for now, if anyone has trouble understanding mabye someone with more experience explaining things can explain it to you.