Provide a flexible means to specify a character’s abilities within a game environment without requiring the game to provide a pre-defined list of abilities.
Not Applicable
Traits provide a flexible way to describe a character’s ability to influence the game world in various ways. Traits are generally made up on a character-by-character basis such as “Loves Chocolate” and “Expert in Computer Programming.” Numbers are often assigned to traits to specify how much better or worse a character is likely to perform on a given action as compared to the “norm” (see the Rank pattern). In some games, traits are specified when a character is first generated. In others, traits are not pre-set, but are added to characters as the game progresses. What is important is that the traits provide a means to describe how well a character is likely to perform on any given action within the game environment when conflicts arise.
The flexibility in assigning what traits a character possesses allows a player to state what he feels is important to his character. It also provides a way for him to gently guide the game toward the kinds of scenarios in which he is interested, because his character’s traits will only be applied if the character behaves in a way that bring those traits into play. This encourages the player to seek out scenarios in which his character’s important traits will likely apply, and so the game will naturally tend to gravitate toward circumstances in which they do apply.
Use the Trait pattern when you need to provide definite guidelines on how character abilities will influence the resolution of conflicts, but feel flexibility in character customization outweighs the need to pre-specify fixed lists of skills, and/or classes. If having a pre-determined set of character classes would enable you to meet your game goals better, you might want to consider using another pattern instead.
The Trait pattern does allow new traits to be added as characters develop, but it provides no well-defined means of how traits relate to one another. If you want your game to reserve some abilities as a sort of incentive for players as play progresses, you might be better served by the Class Tree or Skill Tree patterns.
As a general rule of thumb, the more flexible a system becomes, the harder it is to implement in a computer. So, if you are designing a role-playing game with the intention of implementing it in software as an interactive video game, it is highly recommended that you use a different pattern for character abilities. The Trait pattern borders on impossible to write in software with current programming techniques.
On the other hand, games using the Trait pattern tend to be less verbose in their overall description since they forego the need to create pre-determined lists of abilities. So, if you seek to write a “rules-light” game, the Trait pattern is ideal.
The Trait pattern provides a highly flexible means by which players can customize characters and still allow character interaction with the game world to be gauged. Players that find pre-set lists of options to be limiting will likely find games using the Trait pattern to be quite liberating. This comes at the cost of introducing a degree of vagueness of when a particular trait does or does not apply in any given conflict. In tactical games where players compete with one another, this ambiguity could cause problems. Without clear rules governing how such disputes are to be resolved, this ambiguity can tend to slow games down with repeated discussions of what traits apply on a conflict-by-conflict basis. In non-tactical games, though, arguments concerning the applicability of traits rarely arise.
The Trait pattern can introduce difficulties in deciding what exactly each custom trait really means and how they interact in conflicts. Such a system must pay particular attention to the descriptions they provide of what constitutes a valid trait and how they affect one another in game play. In cases of dispute, the game should provide clear rules on how to determine when traits apply. This can be as simple as assigning one player to be an impartial “judge,” such as a Game Master.
Games using the Trait pattern often apply numerical values to the traits to give different characters with similar traits an additional means of customization. If this kind feature would enhance your game, you might want to consider applying the Rank pattern to your traits.
One problem with traits is that broadly defined traits can be applied to a wider range of situations than narrowly defined traits. What this means is that players are encouraged to define traits in as broad a terms as they can negotiate with their Game Master or other players (i.e., “Jack-of-all-Trades” vs. “Auto Mechanic”). But, narrowly defined traits push players to be more creative in their use and tend to give characters more personality. In short, narrow traits often enhance the role-playing experience to a greater degree than broad traits. So, if you use Traits in your game, you might want to consider instituting some method to encourage the use of narrow traits or to otherwise “balance out” the use of any trait.
Some ideas on how do to this are
In a “Wind in the Willows” style game, one player decides to create an anthropomorphic frog character named “Toady” that loves to sit by the fireplace, smoke his pipe, and read books. To do this, he assigns a general trait of “Frog” to his character, expecting that to provide a number of “froggish” abilities, such as swimming and bounding. He also assigns the trait “Well Read” and “Loves Tobacco.” Later, the nearby swamp rat villain “Ratatask” invades his storehouse and absconds with his goods, including his tobacco supply, leaving ample muddy paw prints on his otherwise spotless floor. Toady’s player asks that his character’s “Well Read” trait be applied to finding clues as to where a swamp rat might take his stolen goods, to which his GM agrees.
HeroQuest has “abilities” that are not pre-defined by the game, and so match the Trait pattern. Very broad abilities are known as “keywords” that act as templates (see the Template pattern), and represent all abilities common for an occupation, culture, religion, and the like. Each ability has a proficiency “rating” (see the Rank pattern).
The Pool uses “traits” to describe character abilities. In this game, a trait is associated with a numerical value that allows a player to add dice to his character’s “Dice Pool” in resolving conflicts involving the trait (see the Rank pattern).
Universalis allows players to apply traits to characters through the expenditure of “coins,” such as “Loves Children” or “Blacksmith.” Even a character’s name is a trait in Universalis that must be purchased through coin expenditures. The more coins that are spent on a particular trait, the greater its “importance” rating (again, see the Rank pattern).
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