Cognitive Science in Character Creation
Integrating cognitive science into character creation is tough. And I haven't figured out how to handle personality or magic, which are two of the more interesting things to me. But here's a good start to what setting-abstract character creation could look like, focusing on how creatures (or at least creatures with cognitive systems analogous to Terran life) really specialize when interacting with the real world. The realism could improve; I haven't put work into figuring out whether this is supposed to represent a dynamical or computational model of cognition. It's just an information delivery and task completion system. I suppose it's somewhere between dynamical and computational, because the players have explicit goals and tend to investigate the environment through the GM, asking him for information directly relevant to their goals. the GM has represented the world more computationally than they have, and will give them their relevant information. Characters