- May 24, 2018
- 317
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That's why I said system (affi+status) will work better later on. And why you're talking about bad/good metric? That would be quite boring and not exactly correct interpretation of DIK/CHICK system. I'd say even in both polar cases he's somewhat party colege handsome boi but it's up to him how exactly roll, or should I say "roll with whom". That's why I'm not having problem with DIK-affi MC get rejected by M/J (good riddance) as well as with inability to make gated behind DIK-affi actions by CHICK/NEUTRAL MC (why would he?).There's a disparity here between the two different metrics when you have a vast majority of choices being made which directly affect the relationships with certain characters being outweighed by fewer choices that may not accurately the reflect the sum total of those minor choices. It's like if someone were to devote their entire lives to doing good in the world by helping the poor, raising money for charities, giving back to their community, etc, but because they once used an illegal drug in their teenage years that suddenly makes them a bad person and negates everything else they've done. Many of these major choices aren't even all that bad either, so why not being nice to Steve or smoking weed should somehow tip the scale of the MC's personality when he's potentially been a generally good guy is a bit odd.
Also, while we're talking about affinity and even recognizing that RP system is basically insignificant don't forget about other game's variables i.e. the fact that some choices which are not related to any of these systems could also matter in the future. That's why affinity is more like a roleplay tool for me - not everything will be riding on it.