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Wandering Adventure Party

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The only 12 NPCs you need

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  • C This user is from outside of this forum
    C This user is from outside of this forum
    copacetic@discuss.tchncs.de
    wrote on last edited by
    #1
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    The only 12 NPCs you need

    For GMs, creating NPC after NPC can be tough. What we really want is a starting point that makes NPCs gameable and fit into our adventure designs.

    favicon

    (murkdice.substack.com)

    A M J INeedManaI 4 Replies Last reply
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    • C copacetic@discuss.tchncs.de
      This post did not contain any content.
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      The only 12 NPCs you need

      For GMs, creating NPC after NPC can be tough. What we really want is a starting point that makes NPCs gameable and fit into our adventure designs.

      favicon

      (murkdice.substack.com)

      A This user is from outside of this forum
      A This user is from outside of this forum
      alphabethunter@lemmy.world
      wrote on last edited by
      #2

      This is a cool way to sketch out npcs, I like the examples given. But it could be expanded to be even more thorough, resulting in more complete npcs.

      S 1 Reply Last reply
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      • A alphabethunter@lemmy.world

        This is a cool way to sketch out npcs, I like the examples given. But it could be expanded to be even more thorough, resulting in more complete npcs.

        S This user is from outside of this forum
        S This user is from outside of this forum
        sbv@sh.itjust.works
        wrote on last edited by
        #3

        Agreed, I like the mechanic tho.

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        • C copacetic@discuss.tchncs.de
          This post did not contain any content.
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          The only 12 NPCs you need

          For GMs, creating NPC after NPC can be tough. What we really want is a starting point that makes NPCs gameable and fit into our adventure designs.

          favicon

          (murkdice.substack.com)

          M This user is from outside of this forum
          M This user is from outside of this forum
          mossberg590@lemmy.world
          wrote on last edited by mossberg590@lemmy.world
          #4

          NPCs shouldn’t be fully fledged out characters. They are many to be encouragement for the party to improv/ roleplay. If they are hard coded with weakness or aspirations you can’t adapt as the DM/GM. If this is a plot centered NPC such as a patron or BBEG, sure.

          The most memorable NPCs either work as a foil for humor or cause a split in the parties loyalties/morality. Too do those things, you need to adapt to a moment.

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          • C copacetic@discuss.tchncs.de
            This post did not contain any content.
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            The only 12 NPCs you need

            For GMs, creating NPC after NPC can be tough. What we really want is a starting point that makes NPCs gameable and fit into our adventure designs.

            favicon

            (murkdice.substack.com)

            J This user is from outside of this forum
            J This user is from outside of this forum
            jjjalljs@ttrpg.network
            wrote on last edited by
            #5

            This seems a little more detailed than I usually go with.

            I’m happy cribbing from Fate. Every NPC has a high concept (eg: royal assassin, gig worker delivery man) and Trouble (eg: drinking problem, haunted by well meaning but overbearing grandfather)

            If they need more flesh, they can pick up more aspects or goals.

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            • C copacetic@discuss.tchncs.de
              This post did not contain any content.
              Link Preview Image
              The only 12 NPCs you need

              For GMs, creating NPC after NPC can be tough. What we really want is a starting point that makes NPCs gameable and fit into our adventure designs.

              favicon

              (murkdice.substack.com)

              INeedManaI This user is from outside of this forum
              INeedManaI This user is from outside of this forum
              INeedMana
              wrote last edited by
              #6

              If I wanted an NPC to have so much meat on them, I would do a Tarot relationship/love spread (5 cards creating a cross + 4 on the side) and interpret it in the scope of the plot. More options and flexibility than a stiff d12

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