Characteristics

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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

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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

  1. Wikipedia entry for statistics in RPGs.

Acknowledgements

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