What I want to do is give my player character a number of conditions that will, in time, help my story branch out based on past events. So, here are two examples:
The player can be either aquaphobic or not aquaphobic.
This doesn’t work because only ‘a room, a thing, or a kind’ can have such adjectives. However, I have found that the following does work, although I wonder if it’s right that I should apply a condition to all persons when all I want is for it to be the player.
A person is either aquaphobic or not aquaphobic. The player is not aquaphobic.
I’m just having trouble introducing a trait called Disobedience. The player starts off obedient. However, if they repeat a task - and the game warns them otherwise - they move to warned, then disobedient (and something happens). It’s the sort of thing I would normally just use an incrementing number variable for in regular programming.
Not getting anywhere with the below:
A person has a value called Disobedience. The disobediences are disobedient, warned, and obedient. The Disobedience of the player is obedient.