Tuesday, December 31, 2013

An OCEAN of Personality Traits

The OCEAN theory of personalities gauges five criteria:

Openness
Interest in new ideas or different points of view.
Conscientiousness
Placing value on doing what needs to be done.
Extroversion
Attraction to other people and social situations.
Agreeableness
General likability, without implying leadership quality.
Neuroticism
Susceptibility to emotional hurt.

I have no idea whether this is even remotely scientific (although it seems a heck of a lot more plausible than Meyers-Briggs), but it occurs to me that you could use these to cobble up NPC personality types using a 2d6 scale and rating each aspect from two to twelve. If an event occurs (a PC-NPC interaction, for example) that looks like it would strain or test one of these aspects, roll 2d6: if the result is under, the NPC behaves according to the definition of the aspect. If it is over, they violate that behavior.

When rolling for a quick personality, however, it makes more sense simply to set three aspects at seven (not outstanding one way or the other), and select two to be Roll 1d5 to get first aspect, then 1d4 (and skip the one you already selected) to determine a second aspect. For each, determine if this aspect is high or low. Since average aspects are, well, average, you'll want to come up with a different distribution for the other two.

A neat co-incidence appears when you take away the three middling values of a 2d6 roll (6, 7, and 8): there remain exactly twenty dice combinations. Ergo, you can roll 1d20 for the two aspects, and consult the following chart:

d20Equivalent 2d6
12
2-33
4-64
7-105
11-149
15-1710
18-1911
2012

A result of 2 through 5 is Low, 9 through 12 is high. 2 and 12 are extremes, but the following charts only take into account whether the result is Low or High.

High - High correlations:

AgreeablenessConscientiousnessExtroversionNeuroticismx
PolitexxxConscientiousness
LivelyBossyxxExtroversion
SychophanticObessive/CompulsiveVolatilexNeuroticism
EmpatheticCuriousUn-filteredSensitiveOpenness

Low - Low correlations:

AgreeablenessConscientiousnessExtroversionNeuroticismx
BoorishxxxConscientiousness
GlumWhinyxxExtroversion
Cruel-heartedSociopathicSelf-sufficientxNeuroticism
SecretiveShiftyUnnoticeableSingle-mindedOpenness

High - Low correlations:

AgreeablenessConscientiousnessExtroversionNeuroticismx
SmarmyxxxConscientiousness
AloofSedatexxExtroversion
CharmingDiligentAmiablexNeuroticism
DiplomaticDrivenSlyAnti-socialOpenness

Low - High correlations:

AgreeablenessConscientiousnessExtroversionNeuroticismx
DourxxxConscientiousness
PugnaciousRecklessxxExtroversion
ObnoxiousLostAsocialxNeuroticism
PessimisticFlightyObservantCalmOpenness

This gives us the following 40 possible traits:

Aloof
Pleasant when engaged with, but not seeking attention.
Amiable
Easy to get along with, dislikes conflict.
Anti-social
Not necessarily hateful, but doesn't like people.
Asocial
Doesn't seek company of others; is likely to take offense at imagined insults.
Boorish
Blames everyone for his/her problems; causes most of them.
Bossy
Has firm ideas and tries to enlist others to enact them.
Calm
Engaged, to the limit of their intellectual capacity, with others' ideas.
Charming
Likeable, if not inspiring. Can be a clown, or a true leader.
Cruel-hearted
Dislikes people; tries to assert dominance by hurting others.
Curious
Fascinated by philosophies, but has firm ideas of his/her own.
Diligent
Unafraid of hard work and long study.
Diplomatic
Tries to sway others to his/her point of view, tries not to be swayed.
Dour
Hard-working, resentful of those who look like they're having a good time.
Driven
Centered on a goal. Does not stray far from that center.
Empathetic
Able to see and feel others' ideas and emotions.
Flighty
Will agree to things that others say, but not stay true to their ideas.
Glum
Down on the world, and the people in it.
Lively
Up on the world, and the people in it.
Lost
Tries many things, rarely if ever sees a project through to completion.
Obessive/Compulsive
Like Driven, is centered on an idea, but may not know why.
Obnoxious
Loud at gatherings, but quick to take offense.
Observant
Sees the world of people mostly from the outside.
Pessimistic
Sees the down side of everything. Thinks they're doing people a favor by this.
Polite
Sees manners as a way to grease the wheels of social interaction.
Pugnacious
Willing to get into fights just to prove some ephemeral point.
Reckless
Thrill-seeking. Wants an audience, or co-conspirators.
Secretive
Doesn't like people asking questions about them. Their secrets are usually petty.
Sedate
Mindful of own business, and persistent at it without getting heated up.
Self-Sufficient
Keeping to oneself.
Sensitive
Wildly romantic and imaginative, but prone to mood swings.
Shifty
As untrusting of others as others should be of them.
Single-minded
Like driven, but less focused on action and more on simple faith.
Sly
Likeable, but slick.
Smarmy
A yes man, but not trustworthy.
Sociopathic
Willing to take from others, and living by an obvious double standard.
Sychophantic
Wants to be liked. Agrees to anything as a result.
Un-Filtered
Says whatever's on their mind, even if inappropriate.
Unnoticeable
Tries to be self-sufficient; may or may not succeed.
Volatile
Friendly one moment, ready to snap the next, something else the next.
Whiny
Sees no value in people who don't agree with them; never sure what they really think.

cheers,
Adam

Monday, December 9, 2013

Treasure Finders, but not Treasure Keepers?

If we assume that the g.p. = x.p. equation can be hand-waved away by saying that the challenge in finding/retreiving the treasure is figured into the value, the question still remains: at what point do those x.p. accrue? There are three obvious places:


  1. When the treasure is found. Open up the treasure chest and bang! -- you get the x.p. It was hard to find, and you fought or outwitted the guardian or traps that protected it, so now you get the benefit.
  2. When the treasure is taken out of the dungeon. The rationale behind this is that part of the difficulty with treasure is hauling it all out, so you can't really say the equation has been balanced until that happens.
  3. When you spend the treasure in a character-appropriate way. This seems to be a new-ish idea, coming out of the OSR in the last couple of years. This runs into the "Brewster's Millions" problem, where the players have to find ways to spend them, rather than, say, hiding it in their own vault or investing it somehow.


The first one has a hidden side-effect: since you don't actually need to remove the treasure, there's less incentive to rationalize why, in a quest to stop the ravening horde from descending on the city, you need to stop and pick up every coin you see. I.e., less incentive to play "murder hobos", even while retaining the old-school formula for x.p.

This occurred to me while playing the latest Tomb Raider videogame. Lara Croft is on some expedition on a Japanese island, something something Sun Goddess, something something Chosen One--the story isn't particularly new, and video game dialogue and acting has yet to thrill me. But as she zips around the island, fighting off cultists and drawing nearer to the certain Final Showdown, she can raid various "tombs" (a term used as loosely as tabletop gamers use "dungeon") to find the various artifacts they contain. Although she does, in fact, take them (and gets x.p. for them, and points for "cargo"), they have little effect on the game after that point. Certainly not in terms of encumbrance. She may as well never have touched them.

Of course, x.p. here has less effect than it does in a tabletop game, but the idea struck me that this could be a way to have the best of both worlds, by having character-driven labors and story-derived challenges, and still being able to account for x.p. in the tidy, old-fashioned way.

cheers, Adam