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General Tabletop Discussion
*Pathfinder & Starfinder
"Adventurable" treasure, Arabian Nights-style?
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<blockquote data-quote="CubicsRube" data-source="post: 7423234" data-attributes="member: 6848185"><p>I'm running dw at the moment.</p><p></p><p>I try to stay one session ahead of the players only - and prepare for my plans to change.</p><p></p><p>Over prepping can kill it, but there is a way to cheat.</p><p></p><p>You can prep micro events, npc overviews, and a few monsters and the like. You might not know when to use them, but having them in the pocket to pull out when it seems appropriate can be a life saver.</p><p></p><p>For example:</p><p>Hasrid al mahdi. Merchant prince - charming, brash, wears colorful clothing. instinct: to gain power by making connections with important people.</p><p></p><p>Hasrid above might be a good or a bad guy depending on how the players interact. You let them decide that. If you need a merchant or a noble in your story - hasrid shows up. Maybe if the pcs come across as powerful and influential he'll try to make friends. If they present as nobodies or as a threat, he'll try and hinder them, or worse.</p><p></p><p>Make a half dozen of these guys and you're pretty much set. Make the players make another 1 or 2 themselves and you've got a lot of npcs to work with.</p><p></p><p>Same for monsters. Example:</p><p>Giant scorpion, horde, aggressive - HP8 Armor 2 dmg 1d8 - instinct: to hunt for food - move: to paralyze with poison from tail.</p><p></p><p>Youve got a monster that agressively attacks in large groups, has a tough chitin making it absorb damage and can paralyse characters to devour them.</p><p></p><p>I know that aint news to you as I'm sure youve read the book. But personally i find the instincts the most important. If these guys hunt for food for example, you can put them in whem they seem appropriate. Maybe the party are camping in the desert, and so you can look up your notes and through 8 of these at them. Maybe they're in a market and you want to change the pace and a group of 20 storm the town. Suddenly everyone is wondering why these creatures have taken such a risk to come i to civilisation. Surely something must be driving them there...this could then lead onto another direction for everyone.</p><p></p><p>This is the part i like the most. Ive had inconsequential nocs become pivotal parts of the plot and good guys become villains because it suited the storyline better. Ive had a peaceful ceremony interrupted by fire cultists and pirate fights interrupted by humanitarian efforts. I just didnt know any of that at the time.</p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="CubicsRube, post: 7423234, member: 6848185"] I'm running dw at the moment. I try to stay one session ahead of the players only - and prepare for my plans to change. Over prepping can kill it, but there is a way to cheat. You can prep micro events, npc overviews, and a few monsters and the like. You might not know when to use them, but having them in the pocket to pull out when it seems appropriate can be a life saver. For example: Hasrid al mahdi. Merchant prince - charming, brash, wears colorful clothing. instinct: to gain power by making connections with important people. Hasrid above might be a good or a bad guy depending on how the players interact. You let them decide that. If you need a merchant or a noble in your story - hasrid shows up. Maybe if the pcs come across as powerful and influential he'll try to make friends. If they present as nobodies or as a threat, he'll try and hinder them, or worse. Make a half dozen of these guys and you're pretty much set. Make the players make another 1 or 2 themselves and you've got a lot of npcs to work with. Same for monsters. Example: Giant scorpion, horde, aggressive - HP8 Armor 2 dmg 1d8 - instinct: to hunt for food - move: to paralyze with poison from tail. Youve got a monster that agressively attacks in large groups, has a tough chitin making it absorb damage and can paralyse characters to devour them. I know that aint news to you as I'm sure youve read the book. But personally i find the instincts the most important. If these guys hunt for food for example, you can put them in whem they seem appropriate. Maybe the party are camping in the desert, and so you can look up your notes and through 8 of these at them. Maybe they're in a market and you want to change the pace and a group of 20 storm the town. Suddenly everyone is wondering why these creatures have taken such a risk to come i to civilisation. Surely something must be driving them there...this could then lead onto another direction for everyone. This is the part i like the most. Ive had inconsequential nocs become pivotal parts of the plot and good guys become villains because it suited the storyline better. Ive had a peaceful ceremony interrupted by fire cultists and pirate fights interrupted by humanitarian efforts. I just didnt know any of that at the time. Hope that helps. [/QUOTE]
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