Publisher's blurb:
What causes different types of characters to experience different emotions for different reasons? This system considers personality types and meaning in for how they may experiencel instinctual and initial emotions following an event or situation.
Something happens in the story that means 'loss' leads to 'withdraw & slow down' because the character needs to 'heal' and experience 'sadness'
So, this issue is entirely focused on releasing an expanded reaction engine, adding to the related list of definitions, and included the main supporting generator tables.
Why make character reactions more complex or expanded?
The answer depends on the type of game that a player is playing.
For hack-and-slash games where action is a priority, possibly the 12 types of reactions are sufficient.
However, for character-focused games, where character interaction is a priority, having 24 additional reactions helps to bring more and greater meaning into the type of game that a player is playing.
User summary:
A revised and expanded version of Character Reaction Engine