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Many games use systems, often called "alignment" or some such, to give a
general idea of the character's beliefs and morals.
These systems often attempt to describe things in terms of the
concepts of "good vs. evil" or "order vs. chaos". These terms are
subject to much controversy, as they are very dependent on the society
the character is from, or is currently in. As an example, the elderly
and infirm in native American tribes used to consider it proper to leave
the tribe and die in the wilderness, to avoid placing undue strain on
the rest of the tribe, while today's societies generally frown on this
sort of behaviour.
Infinite Horizons uses a different system, called commitment
ratings, to perform a similar task, in a much more flexible way.
A character's commitment ratings measure, in rough terms, their moral
fibre, in a way which is less affected by predefined points of
reference.
There are seven categories in which your character will be rated.
Each rating will be a number between -10 and 10, inclusive. (This means
that there are a total of 1,801,088,541 possible variations, which
should be more than enough for any given campaign.)
A brief description of each category, and its applications, follows.
Note that the term "low negative" refers to a number in the approximate
range -1 to -6, while "high negative" means somewhere around -6 to -10.
Commitment to Self
This measures how strong your character's sense of self-preservation is.
A high positive commitment would indicate a character who values his
own life over almost anything else, possibly fleeing from a battle if
that looks like the only way to survive. A low positive commitment
would belong to a character who values his own life to some degree, but
feels that there are other things which are more important. A zero
commitment would indicate a character who doesn't care either way about
life and death. A negative commitment would indicate a somewhat
suicidal character, with the degree being determined by how negative the
rating is.
Commitment to Friends
This measures how dedicated your character is to her friends. A friend
is defined rather loosely here; any acquaintance, who is not trying to
kill your character, is considered a friend. Family, close friends, and
anyone else your character has close ties to, are not generally covered
by this; it is intended more for the larger circle of friends one has:
co-workers, school chums, casual acquaintances, and so on. A character
who is totally devoted to her accomplices would have a high positive
commitment. A feeling of obligation would accompany a low positive
commitment. A character with a zero commitment here might betray their
friends if a better offer came along. A negative commitment might
indicate a character who would actively steal from other members of the
party, or even assassinate them in their sleep if there was profit to be
made (these characters usually end up adventuring alone after a short
time).
Commitment to Enemies
This is an indication of your character's feelings towards "generic"
enemies. This means any person or other creature which your character
ends up fighting for one reason or another; similar to Friends, it does
not cover any specific enemies whom your character has developed hate
relationships with. A high positive commitment would represent a
character who prefers to knock out their enemies, and leave them
somewhere safe to recover (like maybe a jail). A low positive
commitment would belong to a character who would try not to inflict
killing wounds in battle. A character who doesn't really care whether
or not his opponent lives would have a zero commitment. A low negative
commitment would indicate a character who tries to kill his enemies,
while a high negative commitment would be a character who goes out of
his way to destroy his enemies, possibly even tracking them down if they
flee.
Commitment to Others
This is an indication of how your character would react to normal
people, who are neither friends nor enemies yet. A high positive
commitment would belong to a character who is very outgoing and tries to
make friends with everyone. A low positive commitment would show a
character who is more introverted, but still friendly. A zero
commitment would indicate a character that really couldn't care less
what others think. A character with a low negative commitment might
feel that people are not to be trusted, and treat them all with
contempt. A character with a high negative commitment might very well
go around killing for the sheer thrill of it, never even considering the
victims.
Commitment to Mission
This measures your character's long-term dedication to the task at hand.
If your character will hold true to the goal, and do nothing that does
not in some way further these aims, she would have a high positive
commitment. A low positive commitment would belong to a character who
keeps the goal in sight, but may be sidetracked by interesting items
along the way. A zero commitment would denote a character who will
follow along, but abandon the quest if it is more convenient to do so.
A low negative commitment would mean that the character might accept
missions just for the downpayment, and then skip out. A character with
a high negative commitment might take missions, and then attempt to
accomplish the opposite.
Commitment to Society
This is a measure of how your character relates to society in general,
including its laws, customs, and government. A positive commitment
indicates that your character supports the government, and tries to
uphold any laws that may be in effect, even if they are stupid, and go
against other morals. The degree of vehemence is dependent on how high
the rating is. A character with a zero commitment would ignore laws and
the government, and not really care for the local customs. A negative
commitment here would mean that the character tries to undermine the
government, and destroy the customs that define the society. Again, the
intensity of these actions would be determined by how negative the
rating was.
Commitment to Belief
This measures how strongly your character is attached to his religion.
A high positive commitment to belief would indicate that the character
gives regular tithes to the church, and would fight (either physically
or verbally, depending on the character and situation) for his belief.
A low positive commitment would denote a character who actively
believes, and would carry on a spirited argument concerning his beliefs.
A zero commitment would indicate that the character is an agnostic,
swayed neither one way or the other, and awaiting further evidence
either for or against before deciding. A low negative commitment would
show that the character is an atheist, but would probably not care to
discuss religion often. A high negative commitment would indicate a
character that actively campaigns against religion.
Notes
Keep in mind that these descriptions are only guidelines. A character
with a +7 Self and a +6 Friends will not abandon their friends at the
first sign of danger, any more than a character with a +7 Friends and a
+6 Self will lay down their life for their friends at a moment's notice.
Various ratings will play off against each other to varying degrees in
different situations. Don't let the numbers dictate the character and
their actions; rather, let the character dictate their own actions and
numbers.
These commitment ratings may be changed at any time to reflect
changes in the morals of the character. Often, these changes will be
the result of some profound realization that strikes the character. For
example, a character's commitment to society might drop slightly if
their family was killed, and the local law enforcement agency was lax in
pursuing the perpetrators. Alternately, changes may come about slowly
as a natural result of the character being exposed to new people and
experiences.
Infinite Horizons makes no attempt to limit a character's commitment
ratings. However, some combinations do not make a lot of sense. Having
a -10 Self is fine, but such a character would probably have committed
suicide years ago. A character with a +10 Enemies and a -10 Friends
would obviously be somewhat out of touch with reality (although this
could make for interesting role-playing situations).
How to Use Commitments
Some players have a very difficult time identifying with their
characters. These players will often rely fairly heavily on the
Commitment ratings of the character to determine their reactions
to situations.
Others have a very clear idea of what their characters are all
about. The character may or may not be similar to the player, but
either way the player knows the character intimately, and hence
knows how they will react in various situations. For these players,
Commitments may seem somewhat pointless, as they are simply an
expression of the character, and can't tell them anything they
don't already know.
Most players fall somewhere in between.
As it turns out, Commitment ratings can be useful regardless of
where the player lands on the above scale.
First, almost no players know their characters absolutely, and
there will likely be at least occasional situations where there is
some ambiguity or the character is torn between two options.
Commitment ratings, possibly in conjunction with a die roll of the
player's choosing, may help to decide.
Second, Commitment ratings are a good way of telling the GM what
the character is like. A good GM will be able to take this
information and use it to craft more compelling adventures, by
knowing what buttons to push in order to get the desired response
from characters.
Third, GMs may use Commitment ratings to determine whether a
particular group of characters will be able to get along with each
other. If a new campaign is being started, the GM could even
mandate that certain Commitment ratings fall into a given range,
in order to ensure that the characters will form a compatible group,
and that they will be willing to undertake the adventure the GM
has designed.
GM Note
GMs sometimes have a fine line to walk with regard to Commitment ratings.
On the one hand, players should always be encouraged to play their
character according to the Commitment guidelines that the player has
defined for the character.
On the other hand, to try to tell a player that their character should not
be doing something that the player believes they should will often cause
undue conflict.
Sometimes it only takes a reminder to the player that they are going out
of character, but if the problem persists, it should usually be addressed
outside of the game, possibly with the GM taking the player aside for a
discussion.
There are two obvious solutions to such situations: modify the player's
behaviour to match the character's Commitments, or modify the
character's Commitments to match the player's behaviour. Which
solution is used, or what conbination of the two, is up to the GM and the
player.
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