Game of Games/Design

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 Generate Distribution Charts
 * Realistic: Roll Dice up to 200 (22 x D9 + D2)

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