RPG idea: Mechanics follow personality

There’s often a disconnect in TTRPGs between what characters can do, their mechanical options, and how they do it, their personalities and emotions.  Here’s an example of how to make mechanical options come from character behavior.

Characters start out as generalists: a little magic, a little sneaky, a little smashy.  At the end of a significant chunk of play (maybe clearing a dungeon, or solving a mystery, or completing a journey), each player writes down a descriptor that matches how each other character has behaved during that chunk.

Eladrial was reckless.  Fogban was cunning.  Rex was oblivious.

Each descriptor maps to one or more character moves:

  • Reckless
    • Reckless attack. You have advantage on attack rolls. Enemies have advantage on attack rolls against you.
    • Charge through: You have +3 AC vs. Opportunity Attacks, readied actions, and attacks from traps.
  • Cunning
    • When you take a moment to observe a target undetected, the GM will tell you one of the target’s weaknesses.
    • +1 to Deception
    • When you explain a cunning plan, party members get +1 forward when following your direction.
  • Oblivious
    • When you are targeted by charm, compulsion, or manipulation effects, there is a 50% chance they completely fail, as you simply don’t notice the attempt.

The GM gives each player a list of potential moves that is all the moves mapped to all the descriptors that the other players assigned to his character.  The player chooses 1 move to add to his character’s list of moves.