Publisher's blurb:
Why do characters in different relationships speak, behave, or react differently? This system considers relationships and meaning for how characters may instinctually react or consciously behave around other characters.
A relationship in the story might mean to a character's evaluation 'Unfamiliar, difference' leads to the social emotion 'Hesitate & distrust' because the character needs 'Familiarity, similarity'.
This is intended to be a paid upgrade to work with Relationship Generator circles and archetypes, Dialogue Engine, Character Generator, Motivation Generator, Plot Generator, Flash RPG, Character Behavior Engine, and Body Language Generator most directly.
The default mechanic and instruction is based on triggered reactions from keywords. However, 1d6 and 1d12 numbers are listed for your convenience if you prefer using random method instead.
This system expands the dialogue mood & topic engine to 12 moods (from 3 in dialogue engine). 12 relationship circles each have two behaviors and a set of common goals. The twelve relationship circles are the following: love interest, parent, offspring, extended family, friend, merchant, education, belief/religion, activist, work, service, and membership. These same 12 are the same one that are expanded into 12 archetypes in the prior tool. Relationship Generator. It liists 12 evaluated roles linked to needs, relationship behavior, and social emotions. The 12 evaluated roles are: enemy, despised, victim, unrelatable, alone, obsession, unfamiliar, relatable, wanted, friend, family, and loved one. Mind, body, and soul stats also influence communication preference.
This is a character engine that is meant to aid or take the place of a Gamemaster (GM) for adding chracter relationships. It may also be used as a list of ideas.
The keywords are meant to help trigger thoughtful and inspirational ideas. Its generic enough for any genre.