Do you think about social stats? For example, the oratory, which is divided into: Lies, Threats, Flattery, Joke, Persuasion. You can apply these five skills in different situations. For example, some characters like flattery, others hate it. So it will be possible to improve / worsen the ratio of any NPC.
You can also think about such a thing as courage, law-abiding, kindness.
So depending on how brave or cowardly our character, law or a bandit, good or evil, it will be possible to develop a unique character that will influence the answers in the dialogue.
With these characteristics and skills you may receive an additional non-linearity. And that's great! And people will want to go to your RPG many times. For example, now I have given myself an evil, cowardly thug who lied and flattered, and then all the devotees. The next time I made a good , brave defender of order. And then I wanted to do good, cowardly defender order, which lies to the bandits and plunge knife in their back.
Last edited by PUVer; 11/01/13 01:03 PM.