The Personality system we have for the game works to achieve a number of functions. In the context of the world and lore, it serves to punctuate the point that this is indeed a “morally grey” world. This is probably the biggest sticking point for me as a writer as I want to create a game world where actions are not judged as “good” or “evil” and “light” or “dark.” To me, there is no right or wrong, just people and the actions that define them. In terms of the narrative, the Personality system allows us to explore the interpersonal relationships between the characters as part of the story – in particular that of the main character and his brother, who assumed the throne. To that end, we went with three personality traits that we feel don’t necessarily point one way or another in terms of morality, and allow the actions to be judged on a combination of those three factors: Empathy, Hedonism, and Wisdom.
I think, I’ll dedicate a more detailed breakdown of the system for another day but in terms of the game mechanics and the narrative, the PDT will determine the characters that will align with the player. This means characters can leave or take action when they are no longer within the threshold and will have dramatic impact on the player’s choices in managing the makeup of their parties in Act II.
I’ll wrap it up here for now and we’ll have a few more updates as we near the Kickstarter and PAX dates over the next few weeks. For now, we’re excited to anounce that we have officially partnered with the awesome folks over at Gamepedia for our public wiki, which you can find our wiki page here: http://forgedofblood.gamepedia.com/Forged_of_Blood_Wiki
Stay tuned for updates!