What's in a keyword?

From: Jane Williams <janewilliams20_at_...>
Date: Fri, 23 Dec 2005 07:20:29 -0000


LC:
> How do you decide what is in a keyword? Do you put limits on
> how many things
> should be in a keyword?

Cue SFX as large can of worms is opened....

I'd say there are no hard limits on "how many" things can be in a keyword. It's just that only the ones we're interested in get explicitly listed.

Last time I saw this discussed, one of the more important points made was how to decide if a skill should be in a keyword at all. It's very easy to thnk that *this* character must have picked up skill X as part of his former experience, must therefore have it at keyword value, therefore it must be in the keyword. But you have to ask yourself, is it true that *all* characters with that keyword would have the skill? If not, it's not part of the keyword. So I'm sure a warrior of the Lismelder would have "run on mud" and "hate undead" at keyword level as part of their Warrior experience, but that doesn't make them part of the basic Warrior keyword. This is where you start looking at specialist variants, like the Scout option of Foot soldier. Or shift those skills to a cultural keyword rather than an occupational one. Maybe "member of Lismelder" is a keyword?

> If I come up with something that should be in a
> keyword later, does it start at the level the keyword is at now?

Why should the date of your realisation that a skill is in a keyword affect the level it's at? Same level as the keyword, unless for other reasons it looks like it needs to be K-5 or something.

Powered by hypermail