I like this approach, but I also think that these relationship abilities are hooks for the Narrator to use to determine what motivates a character. Heck, even a D&D game can have character stories and hooks beyond "there's treasure and monsters in those caves."
I guess there's also an element of wanting to play a character that has some verisimilitude. If I want to play a two-dimensional power monger, I'll play a computer game, but tastes vary. Complaining about social and personality characteristics gives me the message "I just want to run amuck without any thought for how I fit inside the game world besides my awesome abilities."
Finally, the player picks the personality elements. Don't pick them if don't want them.
-Andy
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