Difference between revisions of "Characteristics"
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== Using the pattern == | == 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]]. [[Technologies]] | |
− | While [[Characteristics]] naturally is part of [[Characters]], the pattern can also be used to characterize [[Abstract Player Constructs]]. | + | in contrast are more often suitable for [[Abstract Player Constructs]] such as countries or civilizations. |
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− | 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]]. | + | |
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[[Equipment]] is typically not seen as part of [[Characteristics]] but this can vary, even within one game. For example, "Signature Gear" is an [[Advantages|Advantage]] in [[GURPS]] that allows players to have items (including [[Tools]] and [[Weapons]]) that are more coupled to a [[Characters|Character]] concept, and thereby have some protection against being lost compared to other [[Equipment]]. | [[Equipment]] is typically not seen as part of [[Characteristics]] but this can vary, even within one game. For example, "Signature Gear" is an [[Advantages|Advantage]] in [[GURPS]] that allows players to have items (including [[Tools]] and [[Weapons]]) that are more coupled to a [[Characters|Character]] concept, and thereby have some protection against being lost compared to other [[Equipment]]. | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Abstract Player Construct Development]], | [[Abstract Player Construct Development]], | ||
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[[Factions]], | [[Factions]], | ||
[[Powers]], | [[Powers]], | ||
− | [[Skills]] | + | [[Skills]], |
+ | [[Technologies]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === |
Revision as of 15:33, 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).
Contents
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. Technologies in contrast are more often suitable for Abstract Player Constructs such as countries or civilizations.
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.
Narration Aspects
Persistent changes in Characteristics can be examples of Abstract Player Construct Development or Character Development, and these can be important parts of a game narration.
Consequences
Characteristics heavily influence how Characters and Abstract Player Constructs work in games. Competence Areas often arise when different agents have different Characteristics and changes in them can been seen as Abstract Player Construct Development or Character Development.
Relations
Can Instantiate
Abstract Player Construct Development, Character Development, Competence Areas
Can Modulate
Abstract Player Constructs, Characters
Can Be Instantiated By
Attributes, Advantages, Character Alignments Character Classes, Character Levels, Disadvantages, Factions, Powers, Skills, Technologies
Can Be Modulated By
Character Sheets, Secondary Interface Screens
Possible Closure Effects
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Potentially Conflicting With
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History
New pattern created in this wiki.
References
Acknowledgements
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