Difference between revisions of "Characteristics"

From gdp3
Jump to: navigation, search
(Relations)
(Using the pattern)
Line 20: Line 20:
  
 
== Using the pattern ==
 
== Using the pattern ==
race
 
  
 +
While [[Characteristics]] naturally is part of [[Characters]], the pattern can also be used to characterize [[Abstract Player Constructs]].
 +
 +
race
  
 
[[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]].  

Revision as of 13:58, 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.

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

Interface Aspects

Narration Aspects

Consequences

Relations

Factions Competence Areas

Can Instantiate

-

with ...

Can Modulate

Abstract Player Constructs, Characters

Can Be Instantiated By

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

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

  1. Wikipedia entry for statistics in RPGs.

Acknowledgements

-