CK, from RPS comments:
"I never claimed that this was going to be a point for point simulation of serial murder, or that the psychological traits would (or should) accurately mirror their real life counterparts in my game. It seems to me, based on the feedback I’ve received thus far, that most people want a degree of dark humor in the game. That’s what I’m going for. Apologies if you are expecting a hard core psychological simulation, but that simply won’t be the case. I should have clarified that fact in my last post.
In addition to the gruesome things that you can do, I want people, in game, to be doing all sorts of insanely campy things. I want them to cut off their own arms and attach hooks to them. I want them to see LP’s where they stalk and attack the same guy with a spoon countless times over (and at the worst of times) without being caught.
And keep in mind that it’s a project that began with no clear design goals (and I, initially, was not going to release it anyway), that I’m (obviously) not a professional game designer and that this is the first complex game that I have worked on! And yes, you are correct in that my initial focus has been on the combat. All I really wanted to do from the start was have a game with similar (but more descriptive) combat mechanics than DF, and that evolved into using the system for a game based on Dexter."