- Joined
- Apr 14, 2022
- Messages
- 243
- Thread Author
- #1
Would be cool for gamemasters to be able to set varying levels of emotional sanity to player so they can better display what another player sees
The order from high sanity to low:
- Nervous
- Anxious
- Paranoid
- Hysterical
- Insane
This would work same as the disease system in red text, i.e. "Seems to be nervous"
Additionally the sanity system would be temporary in seconds:
/CharSetSanity [Player] [Time] [Type]
This would heavily benefit gamemasters as they can then force certain attributes against players if they do actions that would warrant it. For example, Johnny Citizen accidentally kills a CivPro; or not who knows, either way he isn't a killer. A gamemaster could enforce the hysterical trait for five minutes as adrenaline rushes through the player, other players could then see that this person is looking oddly suspicious. Or Johnny Citizen could successfully calm himself down and remain nervous for a little while, which is normal for a person, it allows him to lie through his teeth.
It could also allow for character traits and an opportunity for characters to work on psychological roleplay better.
The order from high sanity to low:
- Nervous
- Anxious
- Paranoid
- Hysterical
- Insane
This would work same as the disease system in red text, i.e. "Seems to be nervous"
Additionally the sanity system would be temporary in seconds:
/CharSetSanity [Player] [Time] [Type]
This would heavily benefit gamemasters as they can then force certain attributes against players if they do actions that would warrant it. For example, Johnny Citizen accidentally kills a CivPro; or not who knows, either way he isn't a killer. A gamemaster could enforce the hysterical trait for five minutes as adrenaline rushes through the player, other players could then see that this person is looking oddly suspicious. Or Johnny Citizen could successfully calm himself down and remain nervous for a little while, which is normal for a person, it allows him to lie through his teeth.
It could also allow for character traits and an opportunity for characters to work on psychological roleplay better.