Player ideals are not a singular item, but an entire tool chest to build with. For one, they help make the character more realized - a person rather than a set of stats.
Secondly, they provide interplay between the people behind the characters.
Ideals present a way to induce risk, with minimal initial threat to the characters. Many characters would probably leave an otherwise safe situation to fulfill one of these obligations.
- A former paramedic might never be at ease if there are other in danger near by, or attract others seeking their expertise.
- An archeologist seeking to archive the past would break ingot old museums because preserving the art in more worthwhile than their safety
- One who enjoys freedom would not appreciate attacks on the fuel supply that let them travel.
Most of the Anarchy Zone City states are also set up around various ideals, and other settlements can as well. Tesla believes in evolution, in changing yourself to meet the problem, and in creating a new order to replace the old ones. Conversely, Vegas is about competition between those who would use brute force to shape the world back into the old order, and New Birmingham seeks an even older way of life. New Birmingham, however, is for all its reto appeal is a sort of theological communist state, while capitalism is alive and well in the NEST structures.