The humble Motivation Hierarchy, a(n almost) system-neutral mechanic for character personalities

Pretty simple concept, been testing it in a couple of games for about a year now. It's a rule for character motivations (and by extension persuasion etc.) which can be ported into any game which A) doesn't have any rules for character motivations ( 24XX ) or B) does, but they have minimal interactions with other parts of the rules ( World of Darkness ). In the latter case, you could keep running with both or plug the inputs of this system into the outputs of the other. Those who've played Exalted may recognize the general shape of this, but it's much simplified and rendered more flexible. That and Delta Green were the primary inspirations. This post should be about a 15-minute read. If I cut all of the examples, I could have made it MOSAIC-strict , but I think they're helpful so I haven't. Might put out a PDF which is at some point. The temptation of Buddha by Mara . Buddha has very little interest in the pleasures of life, and acts instead to achieve enlighten...