Personality Traits, and other Pendragon-alia

DrBargle

Mongoose
I'm a big fan of King Arthur Pendragon, which is certainly related to Runequest. I really like the Personality Trait system (including Directed Traits and Passions), and feel that they would make an ideal system for defining cultures, and rewarding culture/cult appropriate behaviour in a generic fantasy world. I see that they've been included in the BRP compendium - in some form (I don't have the book) - and I'm aware of Pendragon Pass, the version of Pendragon set in Glorantha.

I wondered if anyone uses Personality Traits, or similar rules, in their MRQII/Legend games. As I've said, it seems to me that it would add real flavour to the cult rules, demanding increased adherence to the 'virtues' of the cult in order to advance (and Pendragon gives Glory and 'Magical' benefits to those characters that achieved a certain level in the chivalric or religious traits, easily adapted to cults / martial orders etc.).

What I'm also interested in taking from Pendragon is the long term, dynastic nature of the campaign. I think it makes perfect sense that a character would only have one or two adventures in each game year. I wondered if anyone had adopted such a campaign time scale for their campaign (whether that includes a version of Pendragon's family and manor system, or not).

And finally, the idea of Glory, or Honour, (or non knightly versions such as Renown or Notability) as a measurement of character prestige? Does anyone add these to their games?
 
I haven't been using Personality Traits, but we have been playing a lot of Clockwork & Chivalry, which has Righteousness, which indicates a character's dedication to his faction. It can be used as a bonus to skills (add the critical range of Righteousness onto the skill, when appropriate), but it can also require a player to act in accordance with his faction beliefs -- if the player chooses not to go along, they lose Righteousness.

So far my players, who aren't usually happy with rules like this, are enjoying it. In some ways, C&C is all about putting characters into those uncomfortable positions and watching the player squirm.

Steve
 
I played in a campaign of RQ (3) where we used the Pendragon traits system, it worked well and was generally enjoyable. Not to the point I'd choose to do it every time mind you.

I'm generally in favour of using Passion traits, but on a more ad hoc basis - some characters and NPCs will have one or more, some won't. When writing up an NPC (partricualrly for other people to use in a published setting as I am doing), it's a good way of flagging how much certain things matter to this character for the GM.
 
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