One of my chief
challenges as an actor was attempting to play characters less intelligent than
myself. The possibilities that I see, the connections that I make are so
instantaneous, so "obvious" that I can't imagine why someone doesn't
see them as well. Graduate school has been good for me in that I've come
face-to-face with people who are smart in very different ways, and I've been in
the position of trying to see what they see so clearly.
The application to
tabletop rpgs, as you might have guessed, is in trying to play
"stupid" creatures. Playing creatures of average or above average
intelligence is not particularly challenging, but trying to think as these
creatures requires curtailing one's own cognitive abilities, trying to
"unsee" options and connections.
I don't think that's
the right way to go about it. Rather, I think a behavioral breakdown is in
order, listing the kinds of behavior one might expect to see from creatures of
a given intelligence.
The trick to this
(and why these breakdowns usually fail to function) is that Intelligence is not
the only attribute that needs to factor into this approach. Mindfulness
(Wisdom) is also crucial. In my game, Mindfulness represents the character's
ability to know themselves and others in a wordless way. This also corresponds
to the character's situational awareness, but that's a fringe benefit of this
self-attunement. High Mindfulness characters are more quickly aware of when
their needs are unmet - they feel a muscle getting tired before it gets pulled,
they are aware that they feel some degree of antipathy towards another before
they act out, etc. Consequently, Mindfulness informs social interactions, which
has a huge impact on behavior (since most critters are not encountered solo).
My scale for
attributes works like this: nil, 0, 1, 2, 3,… Nil indicates an absence of that
aptitude, an inability on the part of the creature to use the skills associated
with it (programmed robots lack Cognition because they do not possess the
ability to "think"). 0 indicates a subhuman (at least, below an adult
human) level of functionality, and 3 is the human average. I don't really care
about transhuman capacities - like I said, that's easier to manage than
subhuman abilities, which produces the following matrix, with C for Cognition
and M for Mindfulness:
Score
|
C: Nil
|
0
|
1
|
2
|
3
|
M: Nil
|
No behavior
possible
|
Single-minded
pursuit of food. If threatened will attack without hesitation. Can die from
overeating, if enough food is available.
|
Same as left
|
Same as left
|
Same as left
|
0
|
Takes
predetermined when appropriate stimuli occurs (think Venus flytrap, robot).
|
Fight-or-Flight
response: able to perceive obvious threats and react to them. No group
interaction.
|
Fight-or-Flight,
minimal predictive powers (if-then, no nested clauses)
|
Fight-or-Flight,
moderate predictive powers (1 nested clause)
|
Fight or Flight,
full predictive powers
|
1
|
Same as above
|
Fight-or-Flight,
group interaction: group decides upon actions/goals communally (think school
of fish).
|
Fight-or-Flight,
group interaction, social hierarchy: alpha and betas.
|
Fight-or-Flight,
group interaction, social hierachy: alpha, betas, omegas
|
As left and above
|
2
|
Same as above
|
Same as above
|
Same as above
|
Fight-or-Flight,
group interaction, social hierarchy, territory ownership, as above
|
As left and above
|
3
|
Same as above
|
Same as above
|
Same as above
|
As above
|
Human average
|
I am not fully happy
with this list - I need to go through all of my animals and see where they fit
on this matrix and if I am satisfied with this representation of their
behavior. I like how this scales from the bottom up, but the top down might
seem problematic. This is resolved when we add in considerations of language
production. Language allows characters of lesser cognition/mindfulness
understand ideas beyond their capability to generate - the 2 cognition bruiser
does not understand the intricacies of court politics, but they do understand
hierarchies of power and territory interactions, so as long as whoever is
explaining stuff to the bruiser is able to translate it into terms the 2/2
bruiser understands, the bruiser can follow what's going on.
Of course, applying
this to another game system will be a pain in the butt, as game designers
really haven't considered this idea at all. The conventional wisdom is that
animals tend to have subhuman Intelligence but human or transhuman Wisdom,
which only makes sense when Wisdom is a mystical attribute covering all of the
holes presented by the mental attributes themselves (as it governs faith,
perception, lie-detection, and saving throws, among other things). My
formulation, with Mindfulness, lacks this hodgepodge nature and also requires
us as designers and DMs to question the "naturalness" of giving
animals average or good Wisdom scores. Something to consider, as I work on the
Bestiary.
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