Hi All, I've been pondering personality traits and there relationship with their primitive "ancestor" - alignments. In D&D alignments serve the simple role of dividing characters into fundamental personality types. Basically, characters are either good, evil or neutral indicating their inclinations and likeliness to behave in certain ways. Modern advances in RPG personality modelling include the personality traits from Ars Magica, where personality traits are far more free-form range of traits: you can select any personality adjective as a personality traits, and each personality trait has a score representing the influence of the trait. It creates a far more "multi-dimensional" model of personality which is more realistic. What is nice about alignments is that they create simple categories that can be integrated into the rules. For example, evil characters are penalised for using good-aligned magical items. The disadvantage is that they are hopelessly confining and universally despised. Similarly, the advantage of Ars Magica personality traits is that they allow a character's personality to be very clearly defined, but they are so free-form that they have no clear categories that allow the rules to interact with and discriminate personality types. In FRINGE I've created a compromise: personality traits are fixed like the Lawful-Chaotic and Good-Evil spectra in D&D. However, there are many axis instead of one: I've created about 10 basic personality trait "types" like Angry, Hate, Caprice, etc. Each personality trait has an opposing trait. Characters select their personalities by choosing ranks in these traits and decide where they lie on each "spectrum". For example, a head strong fighter might have Anger 3 and Caprice 2. In this way, personalities are still free-form (you can select specialities for personality traits to make them more descriptive) but you can still make in-game statements about a personalities. For example, if you have an order of monks you might want to require that all character's who join have a minimum score of Calm 3 before they can gain any of the advantages of the group, such as Kung-Fu Kick. Kind regards, -- Ricardo Gladwell President, Free Roleplaying Community http://www.freeroleplay.org/ president@xxxxxxxxxxxxxxxx