Traits
Traits are at the core of characters, teams, and the world around them in DTGS. Traits are narrative elements that also have mechanical effects. Traits may be positive, negative, or a combination of both, and they may apply in a variety of situations. Traits can represent literally anything and everything a character or team is, has experienced, or is capable of doing. Traits may describe the environment, features of a Challenge, and much more. Traits may be temporary or permanent, and may change form over time.
Most traits are associated with one or more modifiers, or are a grouping of other traits with modifiers (a trait set). Because traits are so flexible, it is (intentionally) impossible to list all the traits that may exist in a DTGS game. It is the area where the most game design takes place and really defines the game that is created. The general rule of thumb is if something in the narrative could add an element of indeterminacy to how the narrative unfolds based on player action, then it should be handled with a trait. Conversely, if something is simply flavor and has no possibility of affecting the outcome of the actions of the players, no trait is needed.
That said, this still allows elements of the narrative to become traits if player action includes them. For example, if the GM describes a rocky outcropping in the area, the GM might not immediately give it a trait. However, if a Team decides to take cover behind that large rock outcropping while taking fire, that outcropping might become “Rocky Outcropping -1 /2d” and provide a Hindering(-) Simple modifier for the Team on the Challenge turn (a defensive move to reduce possible Stress received from a Challenge).
Situational Traits
Some traits are created spontaneously as the consequence of PC or Challenge actions or as part of the environment. These are intentionally freeform and allow for a wide range of effects and durations. Some last for a single round, some persist until specific conditions are met. A common situational trait is one that is applied to the Team or Challenge when a dice pool ends in Disaster. In some cases, situational negative traits may be reduced or eliminated by spending a (variable) number of successes or Destiny points. This should be noted in the trait itself.
