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Attributes represent things about a character that everyone in the game possesses to some extent. Strength, Intelligence, etc. From a game design perspective, attributes should define the major axes of conflict between characters, especially in a diceless game. This means that the attributes that work best for Amber may not work well in another game. In some cases (superhero games , especially), the foci of conflict are less universal (e.g., super powers), but for most genres, attributes are going to be fairly central, and will end up driving the increasingly specific layers below.

rpg/attributes.txt · Last modified: 2017/04/28 17:08 (external edit)