In OSE, Dwarf and Elf is the class as well as the bioforms. Hankerin wanted to act like a dwarf, but be a wizard. So he thought through it.
We as humans have No Experience thinking like another bioform, our endocrine incentive structure is different.
Just observing house cats, dogs, fish and birds…not getting into herd animal behavior. Motivation of food, play, sex and safety is very individualized. You might have 3 cats. And one cat is a problem animal, peeing in terrible places, aggressive randomly, terribly loving randomly….suddenly tragedy strikes and your most level headed cat passes away, and the other two cats including your problem cat change their personalities. They are both now perfect cats (as perfect as cats get).
We get a clue why, but not something solid. We figure some type of bullying behavior was occurring, but we never witnessed it.
Now think of a society with language and laws, that are influenced by things we can’t fathom.
We are playing with tropes of concepts, @Khan has the best solution to this, tags are the best way. Low light vision, massive, unnoticed, all add to a concept that distinguishes while not adding too much.
But what makes humans different?
With a point buy system it’s easier. Elf package costs 1 stat point and one effort point, troll package costs 3 effort points, Dwarf costs 1 effort point…
For a one shot, no problem, however as you advance everything seems the same.
Understanding the goal of your differences, does a better job to incentivize your players, than personality types…those they can play without mechanics.
Playing a Troll, who gets a free recovery roll each turn, low light vision, d8 effort for melee/ Strength and double ultimate when using claws…incentivizes a certain style of combat. However, loving hats, hat making, hat makers, hat accessories makes the character unique.
If the concept doesn’t make sense with the world, don’t include it. But if it does, enjoy that you have a Diverse bioform in the group that might be interesting to one of your players.
Adding personality tags per bioform, or a couple of personality tables per bioform, might add more insight.
Troll personality tags.
- Never Harm the young (even if being attacked by them)
- Eat any you kill.
- Avoid direct sunlight.
- Obedience to leadership (or you must challenge them if they go astray)
- Weapons are cowardly.
- Music must be protected.
Now, you can have an additional tag off of these!
Assume 6 was rolled.
Music must be protected
- Always protect musicians.
- When music is played, take sentry duty.
- Never harm any musician.
- Destruction of a musical instrument, requires a blood price.
- All songs are words of the Devine, we might not understand it’s true meaning, but it must be followed.
- All of the above, but if a musician betrays the music, they must pay the last blood price, even if it costs you everything.
Adding great power but also big restrictions to a character, changes how we think of them. Think of the anguish of having to kill a musician, when they are the highest of esteemed people. How do you feel, after the destruction of the most holy, by your own hand? How would such a Troll feel about a music box, and it’s creator?
2 of 36 traits can really focus a player, in having an inclination of non-human motivations.
Dwarves with Honor Vs Profit Vs Clan…placing those 3 on a scale of primary motivations. Changes how we understand Dwarves. Always with as much honor as possible, never secret, always honest…
Profit is a mesure of mastery of one’s self…never spend a penny more than needed, but don’t be too afraid of a giant pay day!!!
Clan, is what everything is for, if you don’t promote the clan, all other efforts are meaningless.