Difference between revisions of "Characteristics"

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(Consequences)
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=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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The diegesis of a game typically provides the inspiration for which [[Characteristics]] are possible and relevant.
  
 
=== Interface Aspects ===
 
=== Interface Aspects ===
 
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The introduction of many [[Characteristics]] can required the need for [[Secondary Interface Screens]]; for [[:Category:Tabletop Roleplaying Games|Tabletop Roleplaying Games]] any amount of [[Characteristics]] can require [[Character Sheets]].
=== Narration Aspects ===
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== Consequences ==
 
== Consequences ==
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== Relations ==
 
== Relations ==
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[[Character Development]]
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=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Competence Areas]]  
 
[[Competence Areas]]  
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=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
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[[Character Sheets]],
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[[Secondary Interface Screens]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===

Revision as of 15:00, 14 October 2014

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Wikipedia describes the same concept under the entry "Statistic"[1] (which is not used in this collection because the plural form would be misleading).

Examples

Anti-Examples

optional

Using the pattern

While Characteristics naturally is part of Characters, the pattern can also be used to characterize Abstract Player Constructs.

Typical parts of Characteristics is Attributes, Advantages, Disadvantages, Factions, and Powers. As their names imply, Character Alignments, Character Classes, and Character Levels are more applicable on Characters as is Skills.

race


Equipment is typically not seen as part of Characteristics but this can vary, even within one game. For example, "Signature Gear" is an Advantage in GURPS that allows players to have items (including Tools and Weapons) that are more coupled to a Character concept, and thereby have some protection against being lost compared to other Equipment.


Diegetic Aspects

The diegesis of a game typically provides the inspiration for which Characteristics are possible and relevant.

Interface Aspects

The introduction of many Characteristics can required the need for Secondary Interface Screens; for Tabletop Roleplaying Games any amount of Characteristics can require Character Sheets.

Consequences

Characteristics heavily influence how Characters and Abstract Player Constructs work in games. Competence Areas often arise when different agents have different Characteristics.

Relations

Character Development

Can Instantiate

Competence Areas

Can Modulate

Abstract Player Constructs, Characters

Can Be Instantiated By

Attributes, Advantages, Character Alignments Character Classes, Character Levels, Disadvantages, Factions, Powers, Skills

Can Be Modulated By

Character Sheets, Secondary Interface Screens

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Wikipedia entry for statistics in RPGs.

Acknowledgements

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