Alright, new post, lets do this! I have been tinkering with the system a bit tuning it to better represent what I am looking for. I have changed the attributes to a bit more abstract. Also I have worked out half of a system for implementing die rolls that I think is really on the mark. However, I still need to work a bit more on it before it is run ready.
Firstly the attributes. I have focused the attributes more on motivating force rather than task orientation. In this I have changed them. Now they are, Love(obsession), Pride(hubris), Anger(wrath), and Duty(blind faith/slavery). I have what they are, and I have possible downsides/weaknesses for each(or maybe just cool names). My issue comes to this, how do I ensure that people will use the attributes other than their strongest one. In other words, how do I ensure that there is a mechanical reason to pursue actions outside of your strength?
I have a few answers to that percolating in the old noggin. My first thought was to allocate certain actions, or maneuvers, to each motivation. This was a little too focused for what I had in mind. Then I thought of the actions/maneuvers having differing difficulties depending on what motivated you that scene. Then I thought of limiting your motivations. Each scene you could only use a motivation that you had not used before that session. But that leads to all kinds of weirdness. Not necessarily bad weirdness, but I am not sure if that is what I am looking for.
Then I started reading through Apocalypse World. And the idea of only gaining XP through the use of attributes that are picked by other players. I like that, and I am considering using a rule like that for my game. You only gain XP(or its equivalent) when you use your weakness, or you strength. This puts an interesting emphasis on those two attributes. Not sure if I like it, but we will have to try that out in play.
The other big issue I am running into is this idea I had. Basically I started out with the idea that lying was easier than telling the truth, in the short term. Specifically in regards to convincing people to do what you want. However the downside to lying is bigger than the truth. So far so good. I can model that fairly simply. The issue arrived when I started breaking it down a little further. You can tell the truth or lie subtly or do it vulgarly. But therein lies the problem. How does that dichotomy change things. Is a subtle lie easier? Is a subtle truth harder? What about vulgarity? How does that shake things up?
I haven't come up with any conclusions on this problem. I am going back and forth in my mind about it, as I think this will effect the whole of game play when it is complete. Also I need to work on some kind of advancement mechanic, and right now there is not enough for that to exist. Maybe I won't have one.