Ralif Redhammer
Legend
Going back to old Judges Guild books in the 70s and 80s, those were filled with NPC monsters you could interact with in towns and settlements. Heck, some of the dungeons even had taverns in them.
I guess it also depends on the players, if bargaining with dragon leads to the expectation of being a new item on the menu. But maybe the players have the expectation that the dragon is helping you because it hurts someone the dragon really dislikes. And if the players don’t figure out why then that someone could be trying to kill them before sunrise.I don't agree, but I would say beware who you make bargains with. If you make a bargain with something like a dragon that considers conversation with you part of a dining experience, don't be surprised if it goes badly.
I want setting details about every monster, because all of them can be interacted with outside of combat. The more of that we get (from anyone) the happier I am.I was talking with a game master (not on ENWorld) when I realized why I might disagree with many people.
They believed only the “standard” ancestries should be NPCs. In other words if the player characters are getting rumors, quests, or advice it’s going to be a human, dwarf, elf, gnome, halfling or similar.
I don’t have such a prohibition, I think the players can be lead by rumors of a reward to discussing returning an item stolen from a Gnoll settlement. Or the were rats might know who is at the graveyard stealing bodies.
This to me explains why I am so interested in details about certain monsters, because it adds detail to these NPC to party communications. Whereas many others just want the stat block, thank you very much.
I don't see, "any intelligent creature can be a quest-giver" as synonymous with, "everywhere is cosmopolitan". The first I support completely. The second I don't outside of a particular setting concept.I'm the same as you on this. I don't care what kin or species or race the NPC comes from. Anyone can be a quest giver, a shopkeeper, a bartender, etc. I like that cosmopolitan approach far better than "all X are evil" approach. That's just boring to me. Especially after dealing with it for 20+ years before abandoning it. But it's not a common approach. I've had D&D5E players rage quit on me because my orcs weren't mindless savages.
This is hilarious, definitely the funniest thing I've read (or heard) all year. I almost choked on my Heineken laughing.I've had D&D5E players rage quit on me because my orcs weren't mindless savages.
Not disappointing, pathetic is the word I'd use. But you are right people are weird. If someone takes the game that seriously and flip out over something that petty, they got more serious problems. I've had people rage quit on me before, "IM NEVER PLAYING HERE AGAIN!!", You'll be missed...Wow. That's disappointing. I'm not actually surprised, cos people are weird. But still... wow.
I'm of the "Anything as smart as a chimp can be an NPC" type. Sometimes, I've even let less intelligent beings be NPCs.I was talking with a game master (not on ENWorld) when I realized why I might disagree with many people.
They believed only the “standard” ancestries should be NPCs. In other words if the player characters are getting rumors, quests, or advice it’s going to be a human, dwarf, elf, gnome, halfling or similar.
I don’t have such a prohibition, I think the players can be lead by rumors of a reward to discussing returning an item stolen from a Gnoll settlement. Or the were rats might know who is at the graveyard stealing bodies.
This to me explains why I am so interested in details about certain monsters, because it adds detail to these NPC to party communications. Whereas many others just want the stat block, thank you very much.