411 REFERENCE · Wikibooks
Game of Games/Design
Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.
Flexibility of System: Fudge, Flexible Attributes, Skills, Descriptors.
Character Arc: Becoming Heroes / Microscope
Magic System: Ars Magica
Escalations: Dogs in the Vinyard
Meta Game: Universalis
Story Arc: Fiasco
Transcribe Players into Characters
Assessment from others
Attributes/Personality
The more detail/granularity is added, the higher the max value/result can be
Some have negative impact on others (Strength, fine motor skills, ... Passion v. Patience, etc ...)
Some have only positive impact, some have positive and negative impact, depending on how far from the average/mean.
going beyond high levels causes even higher negative impact.
Link personality to soul attributes
Maybe replace Attributes with
Capabilities
(capacity/passive and ability/Active)
Aptitude, Knowledge, Skill
Disposition
Setting Sheet
Define Character Generation (Powers/Talents)
Granularity (from 0-2 * 100, up to 0-200, with decimal points)
Range (How many Dice have to be used (relates to granularity, as only 2 dice are possible for 0-2)
Power Level (how many extra dice, to
Specific Powers that can be defined/Purchased for each aspect
Character Generation
Realistic: Roll Dice up to 200 (22 x D9 + D2)
Generate Distribution Charts
Section for Metadata (agency/Ownership)
Mental Attributes:
Mental clarity - to make better decisions while under pressure.
Concentration - to focus on the mission until victory is assured.
Awareness - to be more sensitive to your internal and external radar.
Leadership authenticity - to be a heart-centered leader and service-oriented teammate.
Intuition - to learn to trust your gut and use mental imagery to your advantage.
Offensive "sheepdog" mindset - to avoid danger and stay one step ahead of the competition or enemy.
Warrior spirit - to deepen your willpower, intention, and connection with your spiritual self.
Personality DIMENSIONS
Impusivity
Adaptability
Durability
Empathy/Sympathy