Tuesday, February 14, 2017

Tedious Rascal

One of the traits available in character creation is "Tedious Rascal." When I was developing the game's tone and style, I was torn between a Vancian world of ridicule, outrageousness, and sordid behavior, and a world less like our own. I opted for something in between. But one remnant of that first world is the "Tedious Rascal" trait. This trait enables unique conversation options otherwise unavailable. They are silly and pretentious, in the vein of the dialog options you'd sometimes groan at in Baldur's Gate but, I'm hoping, more of a piece. They're kind of like the "Wild Wasteland" trait in Fallout: New Vegas, in that their addition makes the game a little less serious -- not that it's very serious to begin with. Though mostly cosmetic, choosing "Tedious Rascal" options sometimes rewards or penalizes the player.


  1. I love the idea of traits that allow access to more dialog options. I always preferred character personalities over alignments so anything that helps to develop their personality is great.

  2. Me too! Alignments can also lead to odd storytelling.

  3. Everything that gives roelpalying incentive ist most welcome - basically when the palyer stops and thinks what would fit mmy character (and not what would benefit me the most for solving the adventure).