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Expanded Adjective Descriptions
Helping Players know how to RP things

As it is now, a character sheet lists a bunch of adjectives to help a player keep track of progression. I love the system, as it represents an introspective look at a character, rather than a purely mechanical look. It does lack some context though for how to RP a character.

My suggestion would be that each adjective unlocks some small bit of additional information accessed by typing 'Score ' . Just something small to guide your character's RP, like typing 'Score Electro_Tech' with a 'bad' adjective would read out something like 'you know that touching exposed wires is painful' along with all the previously unlocked adjectives.

Without this, these adjectives exist in a void and might as well not even be there for all the RP guidance they give. They can also be misleading as an adjective may make it seem like your character is better at a task or skill than they actually are without further context.

Just my two chy, thank you for taking the time to read this!

Generally speaking, if you have not started experiencing the skill curve yet, your skills are still very much in the developmental phase. This is used as a general indicator for what you are saying.
That's generally not explained anywhere OOCly and I've seen a lot of Newbies push their skills thinking they are awesome for reason of the adjectives being positive ones.
That's generally not explained anywhere OOCly and I've seen a lot of Newbies push their skills thinking they are awesome for reason of the adjectives being positive ones.
I have learned that, through a lot of focused RP, however that information would not be readily apparent to new players, and could certainly be frustrating (It certainly was to me!). Some small tidbit of guidance to contextualize how little you know in spite of the adjective would do wonders IMHO for reducing frustration, especially in fields that take multiple skills to be good at.
I don't think it's really needed as you can readily test your skills most of the time but this is reminiscent of White Wolf RPG's which would have skill guides similar to the below example:

Driving

Novice : You know how to work an automatic transmission.

Practiced: You can drive a stick shift.

Competent: Professional trucker.

Expert: NASCAR daredevil or Tank pilot.

Master: You can make a Yugo do tricks out of a James Bond movie.

Is this what you're looking for, Butterfly?

Reefer,

Yes, that's basically what I'm looking for. I don't want to know that I'm capable of installing a cabinet, I want to know that I can identify a philips from a flat head screw. IC interactions should be found out IC, but your character surely knows what they know, and having some tidbit telling you what they know would be good for RP IMHO.

Imagine going through every adjective for every skill to alleviate trial and error rp/play experience. And that’s if you have the appropriate governed stat. Good luck.
Grizzly666,

What do you mean? I am not sure I understand your post, could you explain please?

it’s going to take work on something not really needed (you will figure it out, trust me) so your idea is probably not very viable.

I am just curious how let’s say you are at Expert juggaling, which would give you a description, but your governing stat, luck is at doomed.

Grizzly666,

This is a proposed quality of life improvement, not a mechanical necessity. I think when you look at it in that context it makes more sense. Also, the work could be spread out much like the drug effect/withdrawal symptoms were recently, to alleviate some of the strain on our wonderful dev team.

Luck is definitely an oddity amongst the stats, but you could go from things like 'Cat hair seems to appear in your coffee every morning' to 'You find loose chy in your couch cushions every time you sit down', or something along those lines.

Okay, so I get how this could be useful and helpful. (e.g You're an artist and you are not sure whether you can tailor something decent or just barely be able to sew things together until after you finalize your piece and inspect it.)

At the same time though, being able to test your skill with trial and error helps to drive RP.

e.g You want to test how well you can drive before purchasing a vehicle so you make a deal with a char to borrow their ride and test yourself.

vs.

Typing in "score" and getting a message that says, "You just vaguely know how to start your vehicle." And then that's that and you wait to dump more ue.

Okay, so I get how this could be useful and helpful. (e.g You're an artist and you are not sure whether you can tailor something decent or just barely be able to sew things together until after you finalize your piece and inspect it.)

At the same time though, being able to test your skill with trial and error helps to drive RP.

e.g You want to test how well you can drive before purchasing a vehicle so you make a deal with a char to borrow their ride and test yourself.

vs.

Typing in "score" and getting a message that says, "You just vaguely know how to start your vehicle." And then that's that and you wait to dump more ue.

Yeah you're meant to find out how good you are by doing stuff, not just mindlessly dumping UE in and magically knowing without ever doing.

If you work somewhere your skills are relevant, try asking your boss about how you're doing.

There's a post just a few pages down by alkaline which shows you exactly how to compare your skills:

https://www.sindome.org/bgbb/game-discussion/ideas/stat-adjective-update-1597/

The way to go is:

1. Try out your skill.

2. RP accordingly.

A lot of people try to reverse these steps, which often doesn't work. (Can you recognize what a screwdriver is? Test your skill and RP accordingly.)