Your characters have feelings, and how your player responds can quickly change your character's mood. Has your player just told your protagonist they look like they've been dragged backwards through a hedge during a hurricane? That's sure to make them at least a little bit sad.
Charisma Emotions work across 5 scales:
- Sad to happy
- Calm to angry
- Untrusting to trusting
- Impatient to patient
- Scared to fearless
When you create your character you can set a starting mood for each of your characters for the beginning of the story. You can then adjust the mood and emotions of any of your characters at a specific point in the story.
- Open the Mood Manager, accessed on the Character Node where you would like the change to happen.
- Select the Character you want to adjust the mood of.
- Adjust the sliders.
- Open Emotion Tracker in the slide out test window to see where your character's mood is at during a play through.
Using Gates with moods
Once your character's mood has been altered, you can use gates to determine pathways you would like your player to take depending on the character's mood state.
For example, imagine your player has completely freaked out your character by telling them about the big scary ghost they saw in the kitchen. Your character is unlikely to want to hang out in the kitchen, so you could use a gate with a condition stating that if your character is extremely scared, they will not go to the kitchen. The kitchen scene could then even be completely off-limits to the player, and they would have to re-play in order to access that scene.