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Suggestion Make the traits more interactive

mmate88

Radio Bob Approved
Protector
Joined
Dec 17, 2020
Messages
182
So far, the traits we have are more or less just flavor for the user when creating their character, wich is not bad, but could be better.

My idea is to make it more interactive by letting them connect them to rolls or /me-s, changing the color of the text to the attached trait’s category, and displaying which trait is being used.

For example: Using physical instrument when your characther is during physical work, which could be; using willpower when your character is about to give up living; using composure for said character to remain level-headed. (or using shivers to be schizophrenic in a good way)

Along with adding a lot of flavour to /me-s, we could also add the feature to add the trait to a roll, giving a boost to the roll.
 
Add the Half-Light trait to replace Magnetism and Symbosis. Magnetism is vague, and does the same thing as Half-Light whilst Symbosis is overwrote by Shivers. I also think GMs should have to access to 'Limbic System' and 'Ancient Reptilian Brain' for all players so traits can flow better.
 
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Add the Half-Light trait to replace Magnetism and Symbosis. Magnetism is vague, and does the same thing as Half-Light whilst Symbosis is overwrote by Shivers. I also think GMs should have to access to 'Limbic System' and 'Ancient Reptilian Brain' for all players so traits can flow better.
getting the limbic system and ancient reptillian brain is a bit too much
 
Add the Half-Light trait to replace Magnetism and Symbosis. Magnetism is vague, and does the same thing as Half-Light whilst Symbosis is overwrote by Shivers. I also think GMs should have to access to 'Limbic System' and 'Ancient Reptilian Brain' for all players so traits can flow better.
Access to internal thought.
 
i don't agree.

while the trait system is fine and i enjoy interacting with it, i think attaching them to the attributes is a bad bad bad idea. the reason why disco elysium's system works is because it's a singleplayer, narratively linear game written by a close team of competent writers. there are 30 gamemasters alone in willard, and that doesn't account for the occasional staff member who might decide to gm. not to mention that, unlike the disco elysium devs, most gamemasters don't have 10+ years experience of writing and ttrpg management under their belt.

the ideal way, imo, is to simply rework some of the traits. they're too disco elysium-like. some of them don't fit hl2rp. others are kind of bloat (seriously, what's the difference between dramatic art and conceptualization?) and add little to roleplay itself while also adding more lines of code.
 
i don't agree.

while the trait system is fine and i enjoy interacting with it, i think attaching them to the attributes is a bad bad bad idea. the reason why disco elysium's system works is because it's a singleplayer, narratively linear game written by a close team of competent writers. there are 30 gamemasters alone in willard, and that doesn't account for the occasional staff member who might decide to gm. not to mention that, unlike the disco elysium devs, most gamemasters don't have 10+ years experience of writing and ttrpg management under their belt.

the ideal way, imo, is to simply rework some of the traits. they're too disco elysium-like. some of them don't fit hl2rp. others are kind of bloat (seriously, what's the difference between dramatic art and conceptualization?) and add little to roleplay itself while also adding more lines of code.
what about the adding them to the /me part?
 
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