Core Rules deep dive: State of Mind
Welcome to the last deep dive I planned (actually there are some other topics to cover... let's see if this is really the last one...). This is dedicated to the State of Mind. This is a feature that traditional RPGs have not taken in consideration. I have always played with FRPG (with one exception: a campaign of RIFT) but I've been told about the concept of sanity in Call of Cthulhu. This might be considered as an equivalent concept translated to traditional FRPGs. Before any further description, some thoughts that led me to add SoM in my game: Characters are never subject to a peculiar moment, with their fixed stats they are always "steady" and seems they have never met moments down (or up!)... or better, while a good role-player can act in order to show this through his character's behavior, there is no rule which includes it. Whenever there is an interaction with other characters, it is clear that the gap in the previous point is showing a hole in the overall ...