One thing that has always annoyed me in RPGs is that even when a morality system exists, it's usually only one dimensional (the dimension being position on a line between good and evil). I want to design a system that describes a character's outlook (both moral and otherwise) in much more detail. This is partly because I'm working on a small text-based RPG, and partly because I enjoy thinking about this kind of thing in my free time.
Anyway, I'd like to do some brainstorming regarding this and and get some help refining the current system, sketched out in the spoiler section below. I am especially interested in getting to the perfect number of traits, though I'm not sure what that number is. I want to ensure that each trait is interesting and important enough that it would have a significant impact on gameplay, and that no two traits overlap with each other (I don't need both Honorable and Honest). Also, the opposed traits need to feel "right."
If you can think of a specific character archetype that could not be adequately described using the listed traits, describe what traits you think would describe him/her and how those traits would fit in with, supplant, or merge with the ones I've listed.
As mentioned in the above section, I am using something called spiral stats to describe the intensity of a character's traits. In case anyone's interested, here's some basic information about the spiral stat system:
tl; dr: If you don't take the time to read the post, I don't care what you think.
Anyway, I'd like to do some brainstorming regarding this and and get some help refining the current system, sketched out in the spoiler section below. I am especially interested in getting to the perfect number of traits, though I'm not sure what that number is. I want to ensure that each trait is interesting and important enough that it would have a significant impact on gameplay, and that no two traits overlap with each other (I don't need both Honorable and Honest). Also, the opposed traits need to feel "right."
If you can think of a specific character archetype that could not be adequately described using the listed traits, describe what traits you think would describe him/her and how those traits would fit in with, supplant, or merge with the ones I've listed.
Traits: Reputation & Alignment
The reputation and alignment of the PC is not a simple scale of good versus evil. Instead, a character's moral outlook is described by various character traits (each trait is a spiral stat, see below). When an action is taken, its listed improvement factor is applied to the appropriate trait. Goodness and Evilness are each calculated as a composite stat, which is the square root of the sum of the squares of all respective traits (rounded down).
When a trait-altering action is taken, the improvement factor is also applied in reverse to any opposed traits (for example, the PC becomes less Honest if he takes a Deceitful action as well as becoming more Deceitful). It's harder to wash away sins with good deeds than to become corrupted by evil deeds, so good opposed traits get reduced by a larger factor when an evil action is taken and evil opposed traits get reduced by a smaller factor when a good action is taken. Due to the way the spiral stat system works a character with a very prominent trait such as an evil character with a Cruel trait of 25 will be unable to reduce that trait by performing minor good deeds; it doesn't matter how many vanquished soldiers he spares or beggars he feeds. Only a great and heroic deed like throwing himself between an onrushing evil dragon and its innocent victims-to-be even has the potential to reduce his Cruel trait. Beyond a certain point, even the noblest deeds will fail to reduce the PC's legendary cruelty.
Opposed traits are listed in parentheses, and a brief description of each trait is listed in brackets.
Good Traits (all opposed by Psychotic)
Friendly (Cruel, Ruthless) [sociable, tactful, polite to strangers, helpful to allies]
Generous (Greedy) [charitable to strangers, generous to friends]
Heroic (all evil traits) [altruistic to the point of self-sacrifice]
Honest (Deceitful) [loyal to allies, unwilling to lie]
Just (Cruel, Deceitful) [lawful, guided by reason and a sense of fairness]
Merciful (Cruel, Ruthless, Vengeful) [willing to spare vanquished enemies]
Peaceful (Vengeful, Violent) [no taste for violence, avoids combat]
Neutral Traits
Austere (Greedy, Hedonistic) [lives a simple life, no need of luxuries]
Curious (none) [loves to learn and discover new things]
Disciplined (Mercurial) [consistent, able to follow rules, true to self]
Hedonistic (Austere) [enjoys the pleasures of life]
Mercurial (Disciplined) [unpredictable, self-reinventing, takes actions against established character]
Pious (none) [fervently worships a higher power]
Stylish (Ruthless) [does things in style like a Bond villain, as in death traps instead of just killing foes]
Evil Traits (all opposed by Heroic)
Cruel (Friendly, Just, Merciful) [sadistic, enjoys the suffering of others]
Deceitful (Just, Honest) [willing to betray anyone for the right price]
Greedy (Austere, Generous) [miserly, loves the accumulation of material goods]
Psychotic (all good traits) [utterly insane, wants to watch the world burn]
Ruthless (Friendly, Merciful, Stylish) [cold, no nonsense, just business]
Vengeful (Merciful, Peaceful) [always needs to get revenge, revenge may be disproportionate]
Violent (Peaceful) [anger issues, or just a love of killing and conquering]
The reputation and alignment of the PC is not a simple scale of good versus evil. Instead, a character's moral outlook is described by various character traits (each trait is a spiral stat, see below). When an action is taken, its listed improvement factor is applied to the appropriate trait. Goodness and Evilness are each calculated as a composite stat, which is the square root of the sum of the squares of all respective traits (rounded down).
When a trait-altering action is taken, the improvement factor is also applied in reverse to any opposed traits (for example, the PC becomes less Honest if he takes a Deceitful action as well as becoming more Deceitful). It's harder to wash away sins with good deeds than to become corrupted by evil deeds, so good opposed traits get reduced by a larger factor when an evil action is taken and evil opposed traits get reduced by a smaller factor when a good action is taken. Due to the way the spiral stat system works a character with a very prominent trait such as an evil character with a Cruel trait of 25 will be unable to reduce that trait by performing minor good deeds; it doesn't matter how many vanquished soldiers he spares or beggars he feeds. Only a great and heroic deed like throwing himself between an onrushing evil dragon and its innocent victims-to-be even has the potential to reduce his Cruel trait. Beyond a certain point, even the noblest deeds will fail to reduce the PC's legendary cruelty.
Opposed traits are listed in parentheses, and a brief description of each trait is listed in brackets.
Good Traits (all opposed by Psychotic)
Friendly (Cruel, Ruthless) [sociable, tactful, polite to strangers, helpful to allies]
Generous (Greedy) [charitable to strangers, generous to friends]
Heroic (all evil traits) [altruistic to the point of self-sacrifice]
Honest (Deceitful) [loyal to allies, unwilling to lie]
Just (Cruel, Deceitful) [lawful, guided by reason and a sense of fairness]
Merciful (Cruel, Ruthless, Vengeful) [willing to spare vanquished enemies]
Peaceful (Vengeful, Violent) [no taste for violence, avoids combat]
Neutral Traits
Austere (Greedy, Hedonistic) [lives a simple life, no need of luxuries]
Curious (none) [loves to learn and discover new things]
Disciplined (Mercurial) [consistent, able to follow rules, true to self]
Hedonistic (Austere) [enjoys the pleasures of life]
Mercurial (Disciplined) [unpredictable, self-reinventing, takes actions against established character]
Pious (none) [fervently worships a higher power]
Stylish (Ruthless) [does things in style like a Bond villain, as in death traps instead of just killing foes]
Evil Traits (all opposed by Heroic)
Cruel (Friendly, Just, Merciful) [sadistic, enjoys the suffering of others]
Deceitful (Just, Honest) [willing to betray anyone for the right price]
Greedy (Austere, Generous) [miserly, loves the accumulation of material goods]
Psychotic (all good traits) [utterly insane, wants to watch the world burn]
Ruthless (Friendly, Merciful, Stylish) [cold, no nonsense, just business]
Vengeful (Merciful, Peaceful) [always needs to get revenge, revenge may be disproportionate]
Violent (Peaceful) [anger issues, or just a love of killing and conquering]
As mentioned in the above section, I am using something called spiral stats to describe the intensity of a character's traits. In case anyone's interested, here's some basic information about the spiral stat system:
The Spiral Stat System: Abilities, Skills, and Traits
Abilities, skills, traits, and other numerical abstractions are tracked using something called a spiral stat, which is always an integer. When some effect improves a spiral stat the improvement factor is a number between 1 and 10, with 1 being a very small increase and 10 being the maximum possible increase. To determine the new spiral stat level, take the square root of the sum of the old spiral stat level squared and the improvement factor squared (with the root rounded down). This means that a small improvement factor will not help a very skilled character, who can only improve by using the most advanced techniques. With a maximum improvement factor of 10 the highest level a spiral stat can reach is 50, though this could potentially be boosted with equipment or other modifiers.
Determining the outcome of a skill attempts, combat rolls, or other similar events is done with a logarithmic roll between the two sides. Opponents who are evenly matched each have a 50% chance of winning the roll. If one side has spiral stat X (X = 5 or 10) points higher than the other, the advantaged side has a 75% chance of victory. Every X points higher gives the disadvantaged side 50% less chance of a favorable outcome, with a smooth curve of victory chances for each integer difference between multiples of X.
Abilities, skills, traits, and other numerical abstractions are tracked using something called a spiral stat, which is always an integer. When some effect improves a spiral stat the improvement factor is a number between 1 and 10, with 1 being a very small increase and 10 being the maximum possible increase. To determine the new spiral stat level, take the square root of the sum of the old spiral stat level squared and the improvement factor squared (with the root rounded down). This means that a small improvement factor will not help a very skilled character, who can only improve by using the most advanced techniques. With a maximum improvement factor of 10 the highest level a spiral stat can reach is 50, though this could potentially be boosted with equipment or other modifiers.
Determining the outcome of a skill attempts, combat rolls, or other similar events is done with a logarithmic roll between the two sides. Opponents who are evenly matched each have a 50% chance of winning the roll. If one side has spiral stat X (X = 5 or 10) points higher than the other, the advantaged side has a 75% chance of victory. Every X points higher gives the disadvantaged side 50% less chance of a favorable outcome, with a smooth curve of victory chances for each integer difference between multiples of X.
tl; dr: If you don't take the time to read the post, I don't care what you think.