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Brant
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Post subject: Episode 34: NPCs and Story Mechanics Posted: Mon Sep 07, 2009 1:01 am |
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Joined: Sat Nov 01, 2008 12:49 pm Posts: 597 Location: Pennsylvania
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edit... Edit... EDIT!Yippie-ay-oh * We start off with a riveting conversation about sex sounds at the gym * Last week for the iTunes contest * Come check out our chat room * Random shout-outs and other things
Taco Lounge: NPCs * Do you appreciate the NPCs that the GM creates? * Often, players should probably decide which NPCs are relevant * Allowing player input
The Poll * How quickly, on average, do you pick up a new game after its release? * Click Here to vote
Benefits of story-driven mechanics * Brant doesn't like the term "Indy Games". Despite that, it's really what we are talking about. * Calling on things that aren't just numbers * Building a character outside of conventional mechanics * Collaborative story telling * Less limiting * Forward momentum * Player buy-in
Lesson Learned * Sara needs to GM a game in order to understand NPCs * Classic games can learn a lot from "Indy" games
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luc
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Post subject: Re: Episode 34: NPCs and Story Mechanics Posted: Mon Sep 07, 2009 6:56 am |
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Joined: Sat Aug 22, 2009 11:21 am Posts: 63
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See this is where I get fucked over by a typo - it's pronounced like Lu ke This epic quest of finding out how my name is pronounced will be over soon! (since this message I've massacred 5 keyboards as a sacrifice to the keyboard gods) There's also a dice roller there - I'm sure I showed Jenn - remember: Code: #roll 1d6 Code: /roll 1d6 #trapcast <comment> Also, quick lesson in BBCode for Brant, the asterisks need to be in square brackets for the list, i.e.: Brant wrote: <----##Comments##---->As per NPCs I tend to have four categories of NPCs: - Antagonists - General mooks, I don't give them names or stats beyond basic combat stuff. They're there to die or harass and nothing else.
- Boss - I tend to stat these out, and generally have a number of "quirks" on top of a basic model. These quirks can be anything from looks, personality or even the way it attacks.
- NPC - These are not important at all, they'll hint at certain thing or effectively act as tellers for bits and bobs. They have no overly important bits of information, bar the one thing to progress the plot.
- DPC (Directed PC) - A rarer breed of NPC these are fully stat'd out, can be a recurring theme, and most importantly if a new player comes along you could hand them this sheet and they would be able to play as that character. They may or may not contain elements that advance the plot.
There is also the one that every GM should know to avoid the ever dreaded: Avatar/Incarnation/___ of God - This is the GM clearly wanting to fuck about by making a character that effectively is their character. They can never loose, they will be better than anyone else etc. etc. -if you see this, avoid it like the plague. Worst case scenario I know of, when I was younger co-GMing in D&D, the other GM had a gnome rogue that was about 10 levels above the PCs and did nothing else but steal from the PCs.
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Brant
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Post subject: Re: Episode 34: NPCs and Story Mechanics Posted: Mon Sep 07, 2009 10:46 am |
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Joined: Sat Nov 01, 2008 12:49 pm Posts: 597 Location: Pennsylvania
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luc wrote: See this is where I get fucked over by a typo - it's pronounced like Luke Gotcha luc wrote: Also, quick lesson in BBCode for Brant, the asterisks need to be in square brackets for the list, I am aware but it is easier for me, when copying the outline over to the forums, to just leave them without the square brackets. As much as I want to spend 10 minutes bringing the outline over, it just doesn't seem like an economical use of time when the indenting takes care of itself without the brackets.
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luc
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Post subject: Re: Episode 34: NPCs and Story Mechanics Posted: Mon Sep 07, 2009 1:18 pm |
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Joined: Sat Aug 22, 2009 11:21 am Posts: 63
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Brant wrote: luc wrote: Also, quick lesson in BBCode for Brant, the asterisks need to be in square brackets for the list, I am aware but it is easier for me, when copying the outline over to the forums, to just leave them without the square brackets. As much as I want to spend 10 minutes bringing the outline over, it just doesn't seem like an economical use of time when the indenting takes care of itself without the brackets. Fair do's.
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 Maritime Games - Gaming in Kent, UK TrapChat IRC OP - Join US!
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Brant
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Post subject: Re: Episode 34: NPCs and Story Mechanics Posted: Mon Sep 07, 2009 1:34 pm |
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Joined: Sat Nov 01, 2008 12:49 pm Posts: 597 Location: Pennsylvania
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By the way - @ Ogre, should you read this
I wanted to credit you in some way because we talked about your bridge system. Is there a link to some resource that I can provide in the show notes?
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knightflight
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Post subject: Re: Episode 34: NPCs and Story Mechanics Posted: Tue Sep 08, 2009 10:11 am |
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Joined: Sun Sep 06, 2009 11:16 pm Posts: 22
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Just finished the new episode
Nice job all
Good topics great conversation you tended to control the chaos well
As for the debate between Story and Mechanic based games for me the middle ground is where the fun is: Systems like FATE/FUDGE that have a solid rules framework but still have flexible elements that give the players controls.
keep up the great work
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mercutio531
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Post subject: Re: Episode 34: NPCs and Story Mechanics Posted: Tue Sep 08, 2009 12:58 pm |
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Joined: Mon Jun 29, 2009 5:00 pm Posts: 433 Location: Minneapolis, MN
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Sorry it took so long for me to listen to the ep. That shout out? To Jason? *THIS GUY* Woo thanks! Make more sense now? Also, Jenn couldn't remember who linked to the chat room on Facebook. *Also THIS GUY*  She said I'm nice. This is Felicia Day. Way hot. 
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luc
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Post subject: Re: Episode 34: NPCs and Story Mechanics Posted: Tue Sep 08, 2009 2:40 pm |
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Joined: Sat Aug 22, 2009 11:21 am Posts: 63
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mercutio531
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Post subject: Re: Episode 34: NPCs and Story Mechanics Posted: Tue Sep 08, 2009 4:10 pm |
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Joined: Mon Jun 29, 2009 5:00 pm Posts: 433 Location: Minneapolis, MN
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dmccoy1693
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Post subject: Re: Episode 34: NPCs and Story Mechanics Posted: Wed Sep 09, 2009 12:06 pm |
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Joined: Tue May 26, 2009 11:04 am Posts: 101 Location: New Jersey
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