Captain Anorak's
Guide to Gaming
Can and Should Psychology be Statted?
Should characters in roleplaying games have stats which are used to determine
what choice of action they take?
The most basic psychological stat I can think of would be something like Bravery,
representing the ability to overcome fear. A successful Bravery roll would be needed
to do something seriously dangerous, like risk death, or something that is not
physicaly dangerous but involves a lot of pain, like undergoing torture.
Many gamers I've talked to about this say that this is part of the roleplaying
and players should be left to roleplay this for themselves. This works fine if you're
roleplaying a coward, because you just run away instead of risking death every time.
But what happens if you choose to play a courageous character? It means that to
roleplay your character as you've chosen to play him, you should face the danger every
time. But every real person has a breaking point at which courage fails. How does a
player know when his character would lose his bottle and run? A player who plays his
character as always being brave might well be accused of bad roleplaying, but in truth
he may simply be playing his character as heroic.
The simple answer to this problem is to give the character a Bravery stat. As far
as I can see, this is completely within the spirit of roleplaying.
To me, the point of having a rules system is this. The player decides what his
character is going to do. Then, if this is something which has a possiblility
of failure, a stat roll is called for to see if the attempt succeeds. This can
apply just as well to an attempt to be brave as an attempt to climb a wall or
pick a lock.
Other psychological stats could deal with other situations, such as resisting
temptation when offered some pleasure, or overcoming revulsion at having to do
something disgusting.
So I tend to come down on the side of the psychological stat. But the devil is
in the detail, as always. In trying to write games with psychological stats, I've
found that the problems lie in defining what is difficult for characters to do.
This is because individual psychology varies so much between people. When you bring
non-humans into it as well, it gets even worse.
Suppose you have single psychological stat called Willpower, and all tests to
avoid taking the easy path are made on this stat. Now, I can think of many
situations which would be hard for some people (requiring a stat test) but not
for others:
Temptation with pleasure - Characters might be tempted with the offer of
booze and attractive members of their sexually preferred gender. One can easily
imagine a puritanical character who would never be tempted by this because the
emotion that it rouses in him is righteous indignation. Whether or not he is
strong-willed, this is a not an occasion for a Willpower test because he's not
inclined to such pleasures. On the other hand, a more loose-living character would
be tempted and a Willpower test might be called for.
Revulsion - Characters have to crawl along a smelly sewer pipe to get to
where they want to go. One character is prim and proper, bathes twice a day and
believes in personal hygeine. Such a character would have to overcome revulsion in
order to go into the sewer. Another charcter is a filthy bastard who has never
washed in his life and smells like shit. He would not be bothered by getting dirty
to the same degree, if at all. If he had to make a Willpower test to go in, it would
be much less difficult than that required from the clean character.
One approach to overcoming this is to divide the psychological stat into many
different fields. Instead of just Willpower, we might have Virtue to resist the
temptations of the flesh, and other stats for other aspects of psychological
fortitude. Unfortunately, this has limited benefit. A character might be a lifelong
abstainer from alcohol but be fond of chasing women. He would not be tempted by the
offer of a drink, but would by the offer of a shag. A single Virtue stat would not
cope with both these situations realistically. One could theoretically go on
subdividing the psychological stats into finer and finer shades forever, but there
is only space for a certain number of stats on a character sheet, and we can only
foresee a certain number of situations during game design. This will never be
comprehensive.
Of course, a good GM with a good understanding of a character's mind will
be able to decide on stat modifiers appropriate to any situation. So even with
just the single Willpower stat, a GM could decide on two different difficulty
levels for two different characters in the same situation. But this relies on
the GM having good judgement and understanding a player character's psychology
well. These conditions will not always prevail.
FEAR OF THE UNDEAD
Imagine a game where the player characters are normal humans attacked by
zombies. What is the psychological effect of seeing rotting human corpses
shambling toward you? I imagine that it would be very different for different
people. Some might completely go into hysterics, while others might not be that
bothered and the adrenaline rush of the physical threat would overcome any
surprise and horror that they would feel at seeing a walking corpse. It's
probably hard to predict which individuals would have what reaction.
Imagine a fantasy RPG. There are two stats of importance here. A character
has a Bravery value representing his ability to overcome fear, and a Dread
value representing how scary he looks to an opponent.
When two obviously hostile groups meet, and battle looks likely, characters
on both sides have to make Bravery tests to avoid browntrousering and running
away. The difficulty of the bravey test depends on the Dread of the opposition,
with some modifiers for the numbers of combatants on each side.
Dread would normally be based on how much of a physical threat a character
seems to be. Thus a heavily built and well-armed warrior would look threatening
to an average human, and have high Dread. But zombies have a disproportionately
high Dread value compared to the threat they pose, because of the psychological
effect of seeing the walking dead on humans. Other things with a horrific
appearance have a similar bonus to Dread.
Some fantasy adventurers have an encounter with some zombies for the first
time. They have to make Bravery tests to avoid running, and they are subject to
the full effect of the zombies' horrific appearance. But it seems sense to me
that people can learn over time to overcome something based only on unpleasant
appearance. Novice adventurers might be struck by horror at their first sight
of a zombie, but more seasoned adventurers should get hardened to it. Then
the zombies should lose their bonus for horrific appearance, and their Dread
should be reduced only to that which represents the physical threat they pose.
The reason I'm writing this is to show that once you start writing rules for
psychological stats, things get so complicated that it becomes impossible to write
rules that really reflect what the reality would be.