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Thread: Socionics RPG

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    Default Socionics RPG

    I'm recovering from a recent WoW addiction and I would like some help with extracting some value from the time I lost playing the game.

    The game is very addictive and I was thinking if this addictiveness can be implemented in real world.

    Socionics may provide a way to define the classes.

    In WoW there are multiple races, multiple classes and in each class you can further become one of 3 specialists within that class.

    With all this abundance, in the end, you will get only 3 types of players in cooperative game: Tank (damage taker), DSP (damage dealer) and Healer (responsible for keeping everyone alive, especially the tank).

    I'm not trying to define something as complex as WoW BUT, what would be the best split of the 16 types in classes?

    I was thinking about the Clubs as being closer to the concept of "Class". Researchers, Socials, Pragmatists and Humanists. What do you think they should be renamed to? I was thinking that maybe Humanists can become "Healers" and Pragmatists "Warriors"... Researchers maybe.... "Hunters"...

    I'm thinking about using "Projects" as the equivalent of "Quests" and within each project, in each phase, to suggest roles for certain classes.

    Low-level quests could be represented by exposure to information in a step-by-step. Ideally with each class/subclass having specific quests. For example, Healers could learn about something like Nonviolent Communication, Solution Focused Coaching and such. Warriors could learn about Kaizen. Researchers about TRIZ or Lateral Thinking.

    Socials have casted "cloak of invisibility" towards me, I somehow cannot place them in the system as well as the others.

    What do you think? Any input is welcomed.

    Here is an image of the way Dragon Dreaming sees the role of Information Elements in Project management:

    "What is love?"
    "The total absence of fear," said the Master.
    "What is it we fear?"
    "Love," said the Master.

    I chose Love

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    Quote Originally Posted by sigma View Post
    I'm recovering from a recent WoW addiction and I would like some help with extracting some value from the time I lost playing the game.

    The game is very addictive and I was thinking if this addictiveness can be implemented in real world.

    Socionics may provide a way to define the classes.

    In WoW there are multiple races, multiple classes and in each class you can further become one of 3 specialists within that class.

    With all this abundance, in the end, you will get only 3 types of players in cooperative game: Tank (damage taker), DSP (damage dealer) and Healer (responsible for keeping everyone alive, especially the tank).

    I'm not trying to define something as complex as WoW BUT, what would be the best split of the 16 types in classes?

    I was thinking about the Clubs as being closer to the concept of "Class". Researchers, Socials, Pragmatists and Humanists. What do you think they should be renamed to? I was thinking that maybe Humanists can become "Healers" and Pragmatists "Warriors"... Researchers maybe.... "Hunters"...

    I'm thinking about using "Projects" as the equivalent of "Quests" and within each project, in each phase, to suggest roles for certain classes.

    Low-level quests could be represented by exposure to information in a step-by-step. Ideally with each class/subclass having specific quests. For example, Healers could learn about something like Nonviolent Communication, Solution Focused Coaching and such. Warriors could learn about Kaizen. Researchers about TRIZ or Lateral Thinking.

    Socials have casted "cloak of invisibility" towards me, I somehow cannot place them in the system as well as the others.

    What do you think? Any input is welcomed.

    Here is an image of the way Dragon Dreaming sees the role of Information Elements in Project management:
    I don't know jack about world of warcraft but I've played with the concept of uniting rpg and socionics a few years ago.

    If you go really old school (d&d) you'd probably get:
    class = club
    fighter = ST
    rogue = SF
    cleric = NF
    wizard = NT

    If you go for something more recent, like mage the ascension, you might get
    temperament = soul
    IJ = primordeal
    EP = dynamic
    EJ = pattern
    IP = questing (or some other version, depending on how you see things)

    Or if you want to choose to allocate types rather as conventions traditions (and the two others)
    ...

    ENTp = Void engineers
    ESTp = Euthanatos
    ESFp = Verbena
    ENFp = Nephandi

    INTj = Sons of Ether
    ISTj = Order of Hermes
    ISFj = Marauders
    INFj = Celestial chorus

    ISFp = Akashic brotherhood
    INFp = Dreamspeakers
    INTp = Virtual adepts
    ISTp = Cult of Ecstasy

    ESFj = Progenitors
    ENFj = New World Order
    ENTj = Syndicate
    ESTj = Iteration X

    ---

    The WOD werewolf perspective would probably be quadracentric along lines of =
    alpha = Wyld
    beta = Gaea
    gamma = Weaver
    delta = Wyrm

    ---------------

    I once made a playful chart to connect vampire clans into types, if I quickly redo it, I think it would go something like:

    ENTp - Setites
    ESTp - Brujah
    ESFp - Ventrue
    ENFp - Ravnos

    INTj - Tremere
    ISTj - Tzimisce
    ISFj - Salubri
    INFj - Baali

    ESFj - Assamite
    ENFj - Lasombra
    ENTj - Giovanni
    ESTj - Harbingers

    ISFp - Toreador
    INFp - Malkavian
    INTp - Nosferatu
    ISTp - Gangrel
    -----------------

    In Amber the diceless it's more difficult...

    maybe:
    Warfare = ST
    Psyche = NT
    Endurance = NF
    Strength = SF

    ----------------

    In GURPS it's even more difficult. At most one could argue along lines of:
    ST = dexterity
    SF = strength
    NT = iq
    NF = health

    -----

    In general though, temperament is better suited to signify a culture or race, functions are better suited to signify a class or profession or skill set.

    ------

    If we're talking real life analogies and not just a joke, I think AD&D way of seeing things would actually be reasonable, seeing each socionics type as a character class with special skills and strategies and possibly seeing not-ego functions as taking a prestige class, changing the available strategies, creating new possibilities.
    Last edited by Smilingeyes; 04-28-2010 at 05:21 PM.
    First eliminate every possible source of error. Thence success is inevitable.

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    Ti centric krieger's Avatar
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    INTj - Tzimisce
    ISTj - Tremere
    I'd swap these. The "least trusted" vampire clan is an introvert NT "socially closed" type. Tzimische are all about flesh crafting, which is a very physical, hands on activity so S.

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    Quote Originally Posted by Smilingeyes View Post
    If you go really old school (d&d) you'd probably get:
    class = club
    fighter = ST
    rogue = SF
    cleric = NF
    wizard = NT

    If you go for something more recent, like mage the ascension, you might get
    temperament = soul
    IJ = primordeal
    EP = dynamic
    EJ = pattern
    IP = questing (or some other version, depending on how you see things)
    This is great! Thank you!
    I just realized that 4x4=16 Using temperaments and clubs is enough to get every type.

    How about if Quadras would be the Race? How would that change things? Clubs would still be class and temperaments could be something like the school of that class. Earth, Air, Watter and Fire? What do you think?
    "What is love?"
    "The total absence of fear," said the Master.
    "What is it we fear?"
    "Love," said the Master.

    I chose Love

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    Quote Originally Posted by labcoat View Post
    I'd swap these. The "least trusted" vampire clan is an introvert NT "socially closed" type. Tzimische are all about flesh crafting, which is a very physical, hands on activity so S.
    That's one way to see it. I think there are many. My choice with this allocation was to stress the point that old tzimisce tend to withdraw to their castles/hangouts and one could see their fleshcrafting also as a pursuit of Si, trying to purge their weaknesses and to seek an ideal form of existence. They're also sort of the philosophers of the sabbat while usually letting the fleshcrafted minions do the physical tasks and this could all be seen as alpha NT.

    Meanwhile the efficient pyramid hierarchy of the Tremere as well as their seeking of esoteric power could be seen as Ti + Se. While traditional tzimisce (non-sabbat) are completely solitary, tremere hang out in groups for practical reasons of survival, power and efficiency.

    But your point is also valid. Maybe Ti types could have some kind of a gallup on this ;P
    First eliminate every possible source of error. Thence success is inevitable.

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    Quote Originally Posted by sigma View Post
    This is great! Thank you!
    I just realized that 4x4=16 Using temperaments and clubs is enough to get every type.

    How about if Quadras would be the Race? How would that change things? Clubs would still be class and temperaments could be something like the school of that class. Earth, Air, Watter and Fire? What do you think?
    It would work if the races had a metaphysical natural cycle, the way I suggest for Werewolf entities. In werewolf there is the triat: wyld= beginning, weaver= middle-calcification, wyrm -destruction. But there is also the group that player characters belong to, Gaia, which is sort of alternative middle - vital balance. So in that sense Alpha = wyld, beta = gaia, gamma = weaver, delta = wyrm. So quadra progression works and so does the analogy.
    But if you just say something like
    alpha = elves
    beta = orcs
    gamma = dwarves
    delta = hobbits

    That's just fucked up because a lot of people are about equally close to being alpha or beta. Then you have to deal with all sorts of elf-orcs and dwarf-hobbits and that's highly facepalm-worthy.
    First eliminate every possible source of error. Thence success is inevitable.

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    Quote Originally Posted by Smilingeyes View Post
    That's just fucked up because a lot of people are about equally close to being alpha or beta. Then you have to deal with all sorts of elf-orcs and dwarf-hobbits and that's highly facepalm-worthy.
    You are right!
    I didn't expect someone giving so much thought to this.

    My vision is a personal development site where users get something like a customized "learning agenda" based on the preferences. I thought about presenting relevant data to a group that share similar interests (clubs) and then move to differentiate each club further in specific types. Like in a game, first levels a little bit more generic and then move on to specific.

    I would like to use this site to weave a somewhat coherent fabric of all the things that excited me over the years. A shot list would look something like this:

    - Socionics
    - Positive Psychology
    - Nonviolent Communication
    - Lateral Thinking - 6 Thinking Hats - Formal Creativity (A Whack on the Side of the Head)
    - Awareness/Awakening

    I would like to obtain something in the spirit of Urgent Evoke - A crash course in changing the world.
    Gaia Foundation from Australia has tons of information for structure:
    Gaia Foundation

    Personal Development - Community Development - Projects in the service of Earth.

    This sound like a very good progression for the characters. First the learn the basics on themselves. Next the get involved in more advanced stuff with the help of the community and finally they evolve to doing actual work for Human Race. Basic projects could be trivial things like cleaning an area that's being ignored by officials, researching sustainability, beautifying locations, etc.

    If this takes off in any form and has a moderate amount of success, corporate identities can be approached via CSR and with financing, groups can go to higher levels.

    Dragon Dreaming has TONS of information in Project Management that can be used.
    GEN Europe
    "What is love?"
    "The total absence of fear," said the Master.
    "What is it we fear?"
    "Love," said the Master.

    I chose Love

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    Quote Originally Posted by labcoat View Post
    I'd swap these. The "least trusted" vampire clan is an introvert NT "socially closed" type. Tzimische are all about flesh crafting, which is a very physical, hands on activity so S.
    Am changing it according to your suggestion. It's just prettier if Tremere and assamites are same quadra, as well as tzimisce and lasombra
    First eliminate every possible source of error. Thence success is inevitable.

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    My wow account expires like in 5 days, and I'm not gonna renew till cataclysm. We might not be able to afford it tho, cuz I refuse to get a fake job.... I'm more about innately empowering the human race.

    anyways I like that chart, but I'm sick of wow so I can't really comment.

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    Quote Originally Posted by sigma View Post
    You are right!
    I didn't expect someone giving so much thought to this.

    My vision is a personal development site where users get something like a customized "learning agenda" based on the preferences. I thought about presenting relevant data to a group that share similar interests (clubs) and then move to differentiate each club further in specific types. Like in a game, first levels a little bit more generic and then move on to specific.

    I would like to use this site to weave a somewhat coherent fabric of all the things that excited me over the years. A shot list would look something like this:

    - Socionics
    - Positive Psychology
    - Nonviolent Communication
    - Lateral Thinking - 6 Thinking Hats - Formal Creativity (A Whack on the Side of the Head)
    - Awareness/Awakening

    I would like to obtain something in the spirit of Urgent Evoke - A crash course in changing the world.
    Gaia Foundation from Australia has tons of information for structure:
    Gaia Foundation

    Personal Development - Community Development - Projects in the service of Earth.

    This sound like a very good progression for the characters. First the learn the basics on themselves. Next the get involved in more advanced stuff with the help of the community and finally they evolve to doing actual work for Human Race. Basic projects could be trivial things like cleaning an area that's being ignored by officials, researching sustainability, beautifying locations, etc.

    If this takes off in any form and has a moderate amount of success, corporate identities can be approached via CSR and with financing, groups can go to higher levels.

    Dragon Dreaming has TONS of information in Project Management that can be used.
    GEN Europe
    Hmm... I looked at those sites.
    Urgent evoke seems ... good in most ways a thing can be good.
    I'd like to try to help you a bit more. Use any of the following suggestions you want to freely:

    -There should be separate learning paths for each temperament and separate sets of courses with focus on each function.
    -This so that people could learn in ways that most motivate them and are most relevant to them.
    -For this reason I'd suggest the first basic course to be on understanding temperaments and helping people find their own.
    -I'd think the reasonable second step would be to help people understand themselves as members of their temperament. Find their own reactions to functions, to social tactics, current life obstacles... generally to pinpoint their own place in the socion. Who they are, why they are such and what does it all mean anyway.
    -I'd suggest the third step to be trying to figure out social interactions that are currently effecting them. (The social types of their family members and other close ones as well as the general cultural atmospheres under which they live (in their work place or other society in which they spend their time).
    -At that point I think it would just be easier to consider the person to have achieved a basic vital understanding and more individual variation according to tastes would probably be reasonable.

    I could see courses on:
    A) Interaction. (level 1. identity partner, level 2. business and look-alike, 3. Superego, 4. Activity. 5. Benefactor & Beneficee, 6. Quasi-identical. 7. Duality. 8. Semi-duality and illusion, 9. contrary. 10. mirror, 11, supervisor & supervisee, 12. conflict.)
    Each course could have challenges on type recognition, empathy and small talk, negotiation and work skills, conflict resolution, following and leadership.

    B) Typing methodologies
    Tests, VI, vocabulary analysis...
    Challenges of typing other group members, public figures, family members, acquaintances and finally strangers.

    C) Function analysis
    Considering strategies in everyday situations. What can be achieved with focus on different functions in everyday situations.
    Starting with your creative function. Proceeding to basic function, role and finally PoLR.

    D) Motivational focus
    Creating tools to help oneself focus on particular functions and maintain motivation. Empower by helping them understand the worth of their actions.

    E) Group forming
    Taking part in and creating small situationally useful socionic groups. Quadras and clubs but also others. Recognizing group dynamics and utilizing group strengths.

    ...
    Just a couple of ideas there. But good luck with your project. I really hope you'll be able to make something out of it.
    First eliminate every possible source of error. Thence success is inevitable.

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    Humanist Beautiful sky's Avatar
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    I would say that as a Humanist, I would also associate myself as Hostess and Love; I am not sure about "Healer" for a Humanist. Healer to me would be more of the ESFp/SEE.

    Is this a game that you are designing?
    -
    Dual type (as per tcaudilllg)
    Enneagram 5 (wings either 4 or 6)?


    I'm constantly looking to align the real with the ideal.I've been more oriented toward being overly idealistic by expecting the real to match the ideal. My thinking side is dominent. The result is that sometimes I can be overly impersonal or self-centered in my approach, not being understanding of others in the process and simply thinking "you should do this" or "everyone should follor this rule"..."regardless of how they feel or where they're coming from"which just isn't a good attitude to have. It is a way, though, to give oneself an artificial sense of self-justification. LSE

    Best description of functions:
    http://socionicsstudy.blogspot.com/2...functions.html

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    Quote Originally Posted by Maritsa33 View Post
    I would say that as a Humanist, I would also associate myself as Hostess and Love; I am not sure about "Healer" for a Humanist. Healer to me would be more of the ESFp/SEE.

    Is this a game that you are designing?
    Not really a game. Maybe something closer to a social network. I would like to use gaming ideas like questing, progression, experience points.
    For example, I would view experience points gathered for going through a material, learning something but also for acting in the real world. Let's say that a group dreamed, planned and is now preparing to enter the doing phase of a project of cleaning up a park or maybe painting some ugly wall. People could sign up to participate and, after the project is done, people who actually showed up could get experience points.

    Regarding the "Healer", I guess I'm biased. This is why I ask for second opinions. Healing might be something that I see as a creative role for me... a thing, my role in a group setting.

    Love is a healer's mana.
    "What is love?"
    "The total absence of fear," said the Master.
    "What is it we fear?"
    "Love," said the Master.

    I chose Love

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    i'll tear down the sky Mattie's Avatar
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    First off, congrats on getting off WoW Some people will find that funny/trite, but I've seen some bad cases and I know the addictive appeal!

    I was hoping to see something different than categorizing the types by their clubs and temperaments, that's the easy way to do it, and I don't think it respects how diverse the types really are. I always like comparing certain systems with one another, one time I took the signs of the zodiac and did a class system that related to what I perceived to be the characteristics and made a base game out of that.

    Why not assign characteristics by IE elements and functions? To make an example, you can say is matter and the creative function is augmentation, and any class that has that can change the physical properties of things as it relates to their leading IE. I think that would be more challenging and yield cooler results.

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    Quote Originally Posted by Smilingeyes View Post
    -There should be separate learning paths for each temperament and separate sets of courses with focus on each function.
    This is so clear to me too. Separation should be done but how to help the newbies better understand their place? From my experience with dichotomies and descriptions most view themselves as hybrids. "I'm a little bit of this and a little bit of that" This fails very often.

    One idea I had is to create something like promotional videos where members of a certain temperament or a certain club could better describe the atmosphere of that particular segment. This might work but it might also be even more confusing. Consider for example that a certain group does a better job at making the group sound interesting or appealing. Some will be tempted to identify with them out of wishful-thinking.

    Thank you for your ideas. Regarding the approach of the socionics part, they are very well thought.
    "What is love?"
    "The total absence of fear," said the Master.
    "What is it we fear?"
    "Love," said the Master.

    I chose Love

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    Quote Originally Posted by look.to.the.sky View Post
    Why not assign characteristics by IE elements and functions? To make an example, you can say is matter and the creative function is augmentation, and any class that has that can change the physical properties of things as it relates to their leading IE. I think that would be more challenging and yield cooler results.
    I would love to be able to do that. I fear however that this would be way to complex.
    I view simplicity as being very important.
    Temperaments and clubs might be unimaginative and boring but I'm hoping that they might also be more familiar. Also, I'm still hoping for a general to specific approach because I'm thinking that it might be easier, with sufficient support, for someone to recognize themselves as part of a small group rather than a direct representative of a certain type.

    But you are right, IE would be way cooler. Like, maybe first find the leading function and then move from there.
    "What is love?"
    "The total absence of fear," said the Master.
    "What is it we fear?"
    "Love," said the Master.

    I chose Love

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    Quote Originally Posted by look.to.the.sky View Post
    First off, congrats on getting off WoW Some people will find that funny/trite, but I've seen some bad cases and I know the addictive appeal!

    I was hoping to see something different than categorizing the types by their clubs and temperaments, that's the easy way to do it, and I don't think it respects how diverse the types really are. I always like comparing certain systems with one another, one time I took the signs of the zodiac and did a class system that related to what I perceived to be the characteristics and made a base game out of that.

    Why not assign characteristics by IE elements and functions? To make an example, you can say is matter and the creative function is augmentation, and any class that has that can change the physical properties of things as it relates to their leading IE. I think that would be more challenging and yield cooler results.
    As long as different temperaments have separate descriptions and learning paths that ought to work. I would suggest using both though, IEs and clubs.
    First eliminate every possible source of error. Thence success is inevitable.

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    Quote Originally Posted by Smilingeyes View Post
    As long as different temperaments have separate descriptions and learning paths that ought to work.
    What do you think would be a better approach for creating a temperament/club description? Have a specialist do it or maybe brainstorm it out of the members of that specific group?
    "What is love?"
    "The total absence of fear," said the Master.
    "What is it we fear?"
    "Love," said the Master.

    I chose Love

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    Quote Originally Posted by sigma View Post
    What do you think would be a better approach for creating a temperament/club description? Have a specialist do it or maybe brainstorm it out of the members of that specific group?
    I think both would be required, a systematic description as to how each type relates to the socion as a whole so as to produce structure and eliminate some of the bravado and/or self-flagellation people are prone to, and subjective descriptions of how it actually feels like to be a certain type and how individuals express their type in their lives. All types have typical pr styles which need to be separated from their actual attributes to an extent.
    Finding the first individuals that are certainly of a particular type and who are able to express their experience in a meaningful way... that's a challenge though. One can't be too careful about that.
    First eliminate every possible source of error. Thence success is inevitable.

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    Quote Originally Posted by Smilingeyes View Post
    Finding the first individuals that are certainly of a particular type and who are able to express their experience in a meaningful way... that's a challenge though. One can't be too careful about that.
    One would think that a forum like this might be a good place BUT from what I've seen... people are even more confused than I am.

    With the risk of rising hell, who do you think are the best candidates from this forum at the position of "specialist"?
    "What is love?"
    "The total absence of fear," said the Master.
    "What is it we fear?"
    "Love," said the Master.

    I chose Love

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    Quote Originally Posted by sigma View Post
    One would think that a forum like this might be a good place BUT from what I've seen... people are even more confused than I am.

    With the risk of rising hell, who do you think are the best candidates from this forum at the position of "specialist"?
    Labcoat would be the best choice if he's available or willing. I refer you to him for other suggestions.
    First eliminate every possible source of error. Thence success is inevitable.

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    Quote Originally Posted by Smilingeyes View Post
    Labcoat would be the best choice if he's available or willing. I refer you to him for other suggestions.
    Thank you very much!
    "What is love?"
    "The total absence of fear," said the Master.
    "What is it we fear?"
    "Love," said the Master.

    I chose Love

  22. #22
    constant change electric sheep's Avatar
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    Fe - charisma
    Ti - intelligence
    Ne - dexterity?
    Si - constitution? dexterity?
    Te - intelligence? strength?
    Fi - wisdom?
    Se - strength? wisdom?
    Ni - wisdom
    The saddest ESFj

    ...

  23. #23
    Humanist Beautiful sky's Avatar
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    Quote Originally Posted by sigma View Post
    This is so clear to me too. Separation should be done but how to help the newbies better understand their place? From my experience with dichotomies and descriptions most view themselves as hybrids. "I'm a little bit of this and a little bit of that" This fails very often.

    One idea I had is to create something like promotional videos where members of a certain temperament or a certain club could better describe the atmosphere of that particular segment. This might work but it might also be even more confusing. Consider for example that a certain group does a better job at making the group sound interesting or appealing. Some will be tempted to identify with them out of wishful-thinking.

    Thank you for your ideas. Regarding the approach of the socionics part, they are very well thought.
    I will think about this for you.
    -
    Dual type (as per tcaudilllg)
    Enneagram 5 (wings either 4 or 6)?


    I'm constantly looking to align the real with the ideal.I've been more oriented toward being overly idealistic by expecting the real to match the ideal. My thinking side is dominent. The result is that sometimes I can be overly impersonal or self-centered in my approach, not being understanding of others in the process and simply thinking "you should do this" or "everyone should follor this rule"..."regardless of how they feel or where they're coming from"which just isn't a good attitude to have. It is a way, though, to give oneself an artificial sense of self-justification. LSE

    Best description of functions:
    http://socionicsstudy.blogspot.com/2...functions.html

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    Quote Originally Posted by electric sheep View Post
    Fe - charisma
    Ti - intelligence
    Ne - dexterity?
    Si - constitution? dexterity?
    Te - intelligence? strength?
    Fi - wisdom?
    Se - strength? wisdom?
    Ni - wisdom
    If we're talking about just linking functions into rpg characteristics (as in a slightly joking way, how about

    Ne = psyche, intuition
    Te = education, willpower
    Se = endurance, strength
    Fe = charisma, rage
    Fi = manipulation, humanity
    Ti = intelligence, wit
    Ni = wisdom, luck
    Si = dexterity, quickness
    First eliminate every possible source of error. Thence success is inevitable.

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    Humanist Beautiful sky's Avatar
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    Quote Originally Posted by Smilingeyes View Post
    If we're talking about just linking functions into rpg characteristics (as in a slightly joking way, how about

    Ne = psyche, intuition
    Te = education, willpower
    Se = endurance, strength
    Fe = charisma, rage
    Fi = manipulation, humanity
    Ti = intelligence, wit
    Ni = wisdom, luck
    Si = dexterity, quickness
    Ne=possibilities NeTi=humor
    Te=(I agree with you)
    S= (not sure yet)
    Fi=general and humanity
    Si= (I agree with you for SiTe not for SiFe)
    -
    Dual type (as per tcaudilllg)
    Enneagram 5 (wings either 4 or 6)?


    I'm constantly looking to align the real with the ideal.I've been more oriented toward being overly idealistic by expecting the real to match the ideal. My thinking side is dominent. The result is that sometimes I can be overly impersonal or self-centered in my approach, not being understanding of others in the process and simply thinking "you should do this" or "everyone should follor this rule"..."regardless of how they feel or where they're coming from"which just isn't a good attitude to have. It is a way, though, to give oneself an artificial sense of self-justification. LSE

    Best description of functions:
    http://socionicsstudy.blogspot.com/2...functions.html

  26. #26
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    If type were to be represented in a game, it would be used as a determinant of which skills you learn naturally, and which you have to learn from a book.

    For example, an SLI would naturally learn healing skills. An IEE would need to read a book (written by an SLI) to know how to heal. (actual ability to apply learned skills is another matter).

    Here's something you could do: make skill books available later in the game than when players get the opportunity to learn them through type. That makes type relevant.

  27. #27
    Ti centric krieger's Avatar
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    From another thread (Fallout Perks):



    Ni: Dodger. You are less likely to be hit in combat, if you have this Perk. Every level will add +5% to your Armor Class, in addition to the AC bonus from any worn armor.



    Se: Toughness. When you are tough, you take less damage. Each level of this perk adds +10% to your general damage resistance.



    Fi: Healer. The healing of bodies comes easier to you with this Perk. Each level will add 2-5 (Fallout) or 4-10 (Fallout 2, Fallout Tactics) more hit points healed when using the First Aid or Doctor skills.



    Si: Quick Recovery. You are quick at recovering from being knocked down. It takes only 1 AP to stand up.



    Ne: Earlier Sequence. You are more likely to move before your opponents in combat, since your Sequence is +2 for each level of this Perk.

  28. #28
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    Quote Originally Posted by labcoat View Post
    From another thread (Fallout Perks):



    Ni: Dodger. You are less likely to be hit in combat, if you have this Perk. Every level will add +5% to your Armor Class, in addition to the AC bonus from any worn armor.



    Se: Toughness. When you are tough, you take less damage. Each level of this perk adds +10% to your general damage resistance.



    Fi: Healer. The healing of bodies comes easier to you with this Perk. Each level will add 2-5 (Fallout) or 4-10 (Fallout 2, Fallout Tactics) more hit points healed when using the First Aid or Doctor skills.



    Si: Quick Recovery. You are quick at recovering from being knocked down. It takes only 1 AP to stand up.



    Ne: Earlier Sequence. You are more likely to move before your opponents in combat, since your Sequence is +2 for each level of this Perk.


    That's awesome. IEIs should also get stealth lol
    INFp-Ni

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    Ti centric krieger's Avatar
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    Sebastian LaCroix was typically LIE:
    Probably, yes. He does occasionally also have his ENFj-ish moments (drama outbursts), particularly in the various endings of the game.

    SPOILER VIDEO




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    his actual plan is, as always, to settle everything down then resume the jobs with you.
    On the other hand, I don't think he'd decline when given the chance to diablerize an antediluvian.

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    Ti centric krieger's Avatar
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    Radical change = Ti/Fe values. Point made. Case closed.

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    Ti centric krieger's Avatar
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    now I get what you meant
    Good. Good.

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    Quote Originally Posted by labcoat View Post
    From another thread (Fallout Perks):

    Ni: Dodger. You are less likely to be hit in combat, if you have this Perk. Every level will add +5% to your Armor Class, in addition to the AC bonus from any worn armor.

    Se: Toughness. When you are tough, you take less damage. Each level of this perk adds +10% to your general damage resistance.

    Fi: Healer. The healing of bodies comes easier to you with this Perk. Each level will add 2-5 (Fallout) or 4-10 (Fallout 2, Fallout Tactics) more hit points healed when using the First Aid or Doctor skills.

    Si: Quick Recovery. You are quick at recovering from being knocked down. It takes only 1 AP to stand up.

    Ne: Earlier Sequence. You are more likely to move before your opponents in combat, since your Sequence is +2 for each level of this Perk.
    This is great! Are there any Ti/Fe/ Te/Fi descriptions (I tried searching but I'm unable to find the thread you mention)
    "What is love?"
    "The total absence of fear," said the Master.
    "What is it we fear?"
    "Love," said the Master.

    I chose Love

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    Thread necromancy, go.

    Adventures for different sociotypes:

    ESTp

    From the idyllically peaceful coastal town of Sandpoint to an ancient lost city at the top of the world, Rise of the Runelords takes a party of adventurers from 1st to over 18th level and delves into the mysteries of Varisia's ancient past. Millennia ago, the powerful empire of Thassilon ruled the land, dominated by despotic runelords who maintained their power through harnessing the power of rune magic. Thought gone forever, the workings of Thassilon are not so far beneath the surface and one of the runelords plans a return to power. Only the brave adventurers stand in his way.
    This is an epic campaign against the embodiment of greed.


    ISFj
    The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only the PCs can hope to save the city from its own darkest tendencies. As the rule of the young queen grows more and more draconian, it's up to a band of bold adventurers to stop the spread of tyranny before all of Korvosa is crushed beneath her iron fist.In the Curse of the Crimson Throne Adventure Path, the heroes delve into the depth of urban adventure in order to stop riots, combat a plague, root out organized crime, and rescue political prisoners before escaping to the harsh badlands of the Storval Plateau, where only the friendship of the barbaric Shoanti and a weapon drawn from the heart of a gothic castle can give them the strength to return and depose the evil queen once and for all.
    City fight against a tyrannical ruler

    ISTP
    A strange shadow lurks in the sky above the city of Riddleport, and the doomsayers take it as a sign of the approaching end of the world.The thing is—they're right. But the source of the menace facing Golarion comes not from the skies above, but the Darklands below. The Second Darkness Adventure Path takes heroes on a sweeping quest that begins in a star-struck city, weaves through ancient elven ruins, and unmasks the terrible secret of the subterranean dark elves!
    Operate a gambling den and reveal faults in ancient power structures

    ENTp
    Long ago, two warring armies of genies fought on the slopes of Pale Mountain, and the world shook under the power of their wishcraft.Today, the armies are wakening, and one potent efreeti warlord is ready to pick up where he left off unless the PCs can stop him! The Legacy of Fire Adventure Path takes the heroes to all corners of the desert land of Katapesh and beyond, with journeys to strange demi-planes and even the fabled City of Brass, home to genies and beings of living fire.
    Genies, so they're just going to grant all your wishes, right? Best idea ever.

    ENFp
    Don't go out after dark! In the run-down Chelish capital of Westcrown, fallen from grace generations ago by the rise of the devil-worshiping House of Thrune, strange beasts of shadow prowl the streets after nightfall. At the same time, the head of the city's all-powerful crime syndicate, the notorious Council of Thieves, has grown unstable, and a new power is determined to take control—even if it means burning Westcrown to the ground.The Council of Thieves Adventure Path is a gritty, urban adventure of organized crime, corrupt officials, and ancient curses. In their efforts to help the revolutionary Children of Westcrown, the heroes must infiltrate the halls of power, moonlight as actors in a deadly play, delve into a condemned Pathfinder Lodge and a mad wizard's labyrinth, make deals with hags, and face down the hordes of Hell itself—all while pursued relentlessly by vampires, assassins, and the infamous law-keepers known as Hellknights.
    A true underdog adventure!

    ENTj
    The land rush is on! Sent south by Brevoy, the heroes have the unenviable task of venturing into the infamous Stolen Lands and annexing the territory, facing down monsters, bandits, and worse. It's hard enough to conquer territory—but does a ragtag band of adventurers have what it takes to found and defend a burgeoning kingdom from the terrors of the wild?The Kingmaker Adventure Path takes the heroes from encounters with mysterious bandit lords and barbaric raiders through the trials and tribulations of developing and defending their new settlement in the notoriously lawless River Kingdoms. Yet when war comes to the Stolen Lands in earnest, it's up the heroes to take up a mystical blade and stand tall against the horrors of man, beast, and strange creatures more dangerous than either...

    Opportunity to be your own king! Also you get to kill faeries.

    ISTj
    Race to the lost city! Deep in the southern jungles, a fantastic city of wonders lies ruined and forgotten by the outside world, ripe for plundering and exploration by the heroes. Yet they aren't alone—several other factions, from deadly Red Mantis assassins to the avaricious Aspis Consortium—have also been tipped off to the city's existence, and the race is on to see who will reach it first. Of course, nothing in the jungle is as easy as it seems. For once they arrive, the heroes discover that the city may be lost, but it is not uninhabited...The Serpent's Skull Adventure Path takes players from a shipwreck on the dangerous shores of the pirate island called Smuggler's Shiv to the deep forests of the Mwangi Expanse, and into a lost city where an ancient and powerful race of serpentfolk seeks to resurrect their dead god.

    Old school swords and sorcery against inhuman things that make no sense.

    INFj
    From the whispering shadows of haunted Ustalav an ancient evil rises to grip the world in a new age of horror! Amid the mists of this land of dark superstition and dread secrets stand both those who would defy the return of evil and those who would seek its terrible favor. Can the heroes discern their allies from their enemies in time to save a tortured realm from a tyrant's return? Pathfinder's darkest and most frightening campaign ever sets the heroes against the agents of Golarion's most notorious villain, the Whispering Tyrant, in a terrifying trek across a land of lurking horror and ancient mysteries.
    Crushing a threat to all things living must be the right thing to do

    ESFj
    When a decades-old secret is exposed, an unassuming local tavern-owner and a close friend of the PCs discovers her birthright is to rule one of the ancient Dragon Empires of Tian Xia—the empire of Minkai. Yet the current ruler of this empire, the mysterious and increasingly cruel Jade Regent, has no intention of giving up his hold over the throne. In order to save Minkai from a would-be tyrant, the PCs must not only escort their friend from Varisia to Tian Xia, braving the frozen horrors of the Crown of the World, but must aid her in gaining the trust and support of a nation on the edge of anarchy.
    Your friend needs a hand to become empress, cool!

    ESFp
    There's adventure to be had on the high seas when a group of press-ganged strangers seizes a ship and becomes embroiled in the plots and politics of the Shackles—an infamous island chain dominated by pirate warlords. But as these new swashbucklers make names for themselves, rival scalawags, enemy navies, legendary sea monsters, and the infamous Hurricane King himself seek to see them walk the plank. Who will survive when there's glory to plunder?
    Pirates! Adventure on the high seas! Make yourself the pirate king!

    ISFp
    It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?
    Somebody trying to suck all warmth out of the world is just not cool. This adventure otherwise makes no sense.

    ENFj
    The Worldwound tore reality apart at the dawn of the Age of Lost Omens, murdering the nation of Sarkoris and unleashing a ravenous demonic horde upon the world. Only the quick action of several other nations of knights, barbarians, and heroes stemmed the demon army and contained it within lost Sarkoris, and for the next century, crusade after crusade tried to defeat the demons only to fail time and time again. Their greatest success, the line of magical artifacts known as Wardstones that stand sentinel along the Worldwound's border, barely manages to contain the demons. So when one of the wardstones is sabotaged, a city falls and the demons within surge out in a massive assault like none before. Even before the Fifth Crusade has begun a city has fallen and some of the crusaders' greatest defenders and heroes are slain. Can anyone rise up against the demon host to prevent the armies of Deskari, the demon lord of the Locust Host, from swallowing the world?
    You get to dive into the abyss, like you always wanted.

    INTj

    The ancient lands of Osirion are blanketed by the sands of time, and eldritch secrets and vast riches lay just beneath the sun-blistered surface. As modern Osirion opens its vaults and tombs to outsiders for the first time in centuries, many of these lost treasures and secrets are now emerging—some more troublesome than others. Hakotep I, a now-forgotten pharaoh, was robbed upon his burial. A secret sect took his heart and his funerary mask, both containing a portion of his soul. Betrayed the chance to pass on into the afterlife during his burial, Hakotep has existed in a state between life and death for millennia. The recent rediscovery of one of these lost soul fragments has allowed the trapped pharaoh to once again work in this world to redress the wrongs committed against him, and a cult worshipping him as a god-king grows in the heart of Osirion. Can a group of heroes brave terrible guardians, foul cults, and the burning sands of the desert to stop the rebirth of this ancient tyrant?
    Surely the flying pyramids need to be studied

    INTp
    In a distant land polluted by an alien menace from beyond the stars, a great cancer grows within the earth. As its tendrils reach out through the dreams of those who learn and study its existence, a sinister cult grows more active in preparing the way for a devastation that will destroy more than the minds of would-be heroes. Can the adventurersreclaim lost memories in time to stop the advance of a cataclysmic contagion that could threaten all of Golarion? Can they resist the mind-shattering truths revealed by the Yellow Sign, and the monstrous force it symbolizes? The Strange Aeons Adventure Path pits the heroes against the cosmic horrors of the Cthulhu Mythos, with new monsters, mind-shattering terrors, and explorations far beyond the known lands of Golarion.
    Mythos monsters, perfect.

    ESTj
    As the political scene in the ancient kingdom of Taldorexplodes into chaos, players take the roles of agents, advocates and saboteurs working for Princess Eutropiato help secure her claim to the throne and prevent the nation from collapsing into civil war. Along the way, the heroes must recover hidden secrets of Taldor's past — many deliberately hidden — and grow from relative nobodies to powerful politicians and spymasters in the deadliest political arena in the Inner Sea!'
    THe land is in disarray and somebody needs to put things back in order.

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