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(+1)

You are correct that the traits are guidelines for resolving NPC interactions. Its more of an add-to the existing game framework than a necessary system for people to use.

I included Traits to provide a system for resolving person-to-person interactions (NPC and player) that I always struggle with when playing solo or cooperatively without a GM. Players are the main characters of their story, so keeping roles one sided simplifies things and keeps the players locked into their decisions and progression. 

Oh ok. So it's could be more like a backup, I'm on the fence as to how my character might react here, so I make a check against <trait pair> and see how it goes. It almost feels like a more robust "Lasers and Feelings", though it doesn't necessarily determine your character's skills.