Character Status Concept

This is random inspiration that probably belongs in a different section. -Joel   Every NPC will have a status attribute, which will determine their manner when interacting with other characters. The status differential will cause them to relate as an equal, a superior, or a submissive. In close status differentials, there can be arguments as each tries to position themselves as the higher tier.   Example 1: Burgomeister. He seeks power and status, and has been acquiring it his whole life. He typically talks down to other people and tries to, in a friendly political method, bully or manipulate them into doing his bidding. The more desperate his situation is, the more he will trade on his status. However, the Nazis completely upset the balance of power, and being a student and disciple of it, he quickly takes a subservient role when confronted by them, especially the commandant or his direct emissaries, but even in the face of lowly Nazi soldiers. He will act subservient to them, but will turn around and exert his status over villagers just as he always has. His manner moves very fluidly, but always skews toward seeking powerful status, abusing it when he has it. A byproduct of being used to high status is that he makes especially cowardly decisions when placed in a position of low status.   Example 2: Innkeeper's wife. She has been playing from the bottom her entire life, and is well accustomed to being bullied. She adopts subservience as a defense mechanism, and interacts with everyone above her with it, but is especially kind to those below her, like children. Her manner is easy to move, but always skews toward submissiveness , and does not abuse status when she has it. A byproduct of her being used to low status is she operates well in situations of inferiority, making relatively courageous decisions in ways that avoid overt conflict.   Example 3: WWI Veteran. An older man, he carries a natural status as a war hero. He wears this mantle with grace and courage, however, never cowing to those above him, nor lording it over those below him. His status is hard to move, and his manner is similar in all interactions. A byproduct of the longevity and inherently earned existence of his status is that he makes courageous decisions in all situations, and is more likely to seek conflict to restore the balance when people with higher status abuse him or those around him.   Reference: The Art of Game Design, Chapter 20 - Characters (Status section)

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