robertsconley
Adventurer
I will answer your other points later. This post focuses on your questions.
What I see
What the player see
NPCs' society and culture are socially organized in the same way as you would expect if it were real for my Majestic Fantasy Realm. For something like Middle Earth, it reflects how society is described as being organized in those settings. Think of how a GURPS worldbook like Discworld would be written, and that's likely how mine are written.
You can see a slice of this in this supplement I shared for my Majestic Fantasy Realms.
Bandits & Brigands
Or for 5e
Medieval NPCs
To be clear realism is a concern because I wrote my Majestic Wilderlands/Majestic Fantasy Realms as a medieval fantasy setting. When I run Middle Earth, my work reflects its premises. Some of which parallels medieval life but many don't. So the process I use is genre/setting neutral.
This reflect my creative goal that the point of my campaigns is to let players visit a setting as their character and have adventures.
Whatever they find adventurous in the setting. This is not a flippant answer. Whatever region they pick, I have a pretty good idea of what exists there. The players have an understanding of the possibilities based on what their character would know. This part of the Initial Context that I create as part of the start of the Campaign.What adventures do they have? Who decides what adventures they go on? Who decides what adventures are available? Who decides if exploration is a goal?
What I see
What the player see
My preference is that the same rules used to describe characters are used to describe NPCs.Are NPCs all equal to play? Are some more minor than others? Does this factor into your prep in any way?
NPCs' society and culture are socially organized in the same way as you would expect if it were real for my Majestic Fantasy Realm. For something like Middle Earth, it reflects how society is described as being organized in those settings. Think of how a GURPS worldbook like Discworld would be written, and that's likely how mine are written.
You can see a slice of this in this supplement I shared for my Majestic Fantasy Realms.
Bandits & Brigands
Or for 5e
Medieval NPCs
To be clear realism is a concern because I wrote my Majestic Wilderlands/Majestic Fantasy Realms as a medieval fantasy setting. When I run Middle Earth, my work reflects its premises. Some of which parallels medieval life but many don't. So the process I use is genre/setting neutral.
I don't consider gameplay at all other than the NPC stats should reflect their description in the setting.Are you considering NPCs both in their fictional place AND their gameplay place? Do you focus on one over the other?
This reflect my creative goal that the point of my campaigns is to let players visit a setting as their character and have adventures.
Think of walking around New York City during the day. If you look around there is easily over a hundred people in line of sight. Do you interact with them? no. Could you interact with any one of them sure. But either happens one of several ways.In my experience, there are a lot of NPC interactions that can be handled quickly, or elided entirely. The classic example that many people bring up is the visit to the shopkeeper. Unless there's some strong reason to get into that, I'm just going to ask the player what they want and then resolve the purchase or what have you. This kind of stuff can slow play down quite a bit. I've seen people describe their entire session as a "shopping trip" and such a session would make me want to bash my head against the table.
- You stop, deliberately look around, and make a decision.
- Something at random catches your attention
- Somebody else decides to interact with you.
- I will quickly generate who is in the streets if the players decides to stop and look around. Then I will roleplay accordingly.
- As part of travel through setting, I roll to see if anything catches the players eye as their character.
- Seeing if some NPC decides to interact with the part is part the above roll procedure.
Players determine who is important to them. Some are obvious, like Barons, Grandmasters, and Bishops but other I have to pay attention to their choices and makes notes of what they did.But interactions with NPCs who are important to the players or to their goals? Those are far more important.
See my comments on failure.I mean block as in it just shuts something down without being known or without a chance to be changed. The examples discussed so far have been NPC traits.
Neither. The NPCs are an outgrowth of the setting I designed. My players work with me to pick an interesting setting to play in for the campaign. Or as it often the case with my more popular settings like the Majestic Wilderlands, they pick a region or a situation within the setting they want to experience adventuring.Is the GM's conception of an NPC as a fictional character more important than that NPC presenting some kind of playable situation to the players?
THE meta-view of what I do with my campaigns is that I am creating pen & paper virtual realities that players can jump into as a character and experience. The tool I do this with are Sandbox Campaigns.Absolutely, context matters. I've been trying to allow for different contexts in the posts I've made. And my questions are generally about looking at alternate contexts.