Traits Versus QuirksCarrying the Analogy into Groups

Traits Versus Quirks Carrying the Analogy into Groups

With a major NPC, a Trait determines how the character sees the world, thinks, speaks, and acts. For a group, a Trait would be a core aspect of that group's identity.

For a major NPC, a Quirk is something smaller that adds further individuality to the character. The same definition would apply to a group.

So, being "war-like" would be a Trait for a race. So would being musical. On the other hand, if the race had an interesting handshake, I'd call that a Quirk. It doesn't determine how they see the world or think. It isn't part of their core identity.

With groups, however, sometimes the line is a little blurred between what's a Trait and what's a Quirk. To me, this blurring is not a problem. The techniques are here to facilitate brainstorming. They're in the service of the final product.

Creating Emotion in Games. The Craft and Art of Emotioneering
Creating Emotion in Games: The Craft and Art of Emotioneering
ISBN: 1592730078
EAN: 2147483647
Year: 2003
Pages: 394

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