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Adding Flavor to 3e- Your Methods, Solutions, Philosophies
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<blockquote data-quote="Mac Callum" data-source="post: 1404290" data-attributes="member: 17035"><p>I don't change the rules. There are so many templates, spell effects and PrC's that I don't need to. There's always something I can use to do what I want to do.</p><p></p><p>That being said, Templates, spell effects and PrC's are not flavor - they're rules. To add flavor you use things that have little/ nothing to do with the Rules. The PCs can be 10th level, or higher, and they may still have to bargain with the 5th level human Expert who's the elected head of the Banker's Guild to get a loan. He might even be a lousy banker, but a good politician. Or maybe he's a really good Banker, hate's being the Guildmaster, and keeps having it thrust upon him because he's good at it.</p><p></p><p>I also make a difference between roleplaying Orders/ Guilds/ Societies and rollplaying Prestige Classes. The Order of Archmages may have Wizard members, Sorcerers, even a Bard or two, and who knows how many different Prestige classes. But when you meet with any given Archmage you have no idea what class he is (even Wizards can take Perform as a x-class skill). When I describe NPCs I describe the things you would see if you actually met the person. This may or may not tell you anything about him. </p><p></p><p>And don't forget Skills. What skills a person has defines a lot of things about them. Not every Rogue is super-sneaky. Only the ones with MS/Hide are. Other Rogues may have Bluff/ Intimidate/ Forgery and UMD as their primary skills and be flashy characters - might even be dressed as a member of the Order of Archmages.</p><p></p><p>What Greatwyrm said for Campaign Settins goes for societies and groups within those settings, and the individual NPCs as well. Write them up. Get their interests, and describe it to the players. My players still remember the dwarf ranger who had an affinity for birds - he always had bird crap in he beard, and he didn't seem to mind. You can't find that in the Rules.</p></blockquote><p></p>
[QUOTE="Mac Callum, post: 1404290, member: 17035"] I don't change the rules. There are so many templates, spell effects and PrC's that I don't need to. There's always something I can use to do what I want to do. That being said, Templates, spell effects and PrC's are not flavor - they're rules. To add flavor you use things that have little/ nothing to do with the Rules. The PCs can be 10th level, or higher, and they may still have to bargain with the 5th level human Expert who's the elected head of the Banker's Guild to get a loan. He might even be a lousy banker, but a good politician. Or maybe he's a really good Banker, hate's being the Guildmaster, and keeps having it thrust upon him because he's good at it. I also make a difference between roleplaying Orders/ Guilds/ Societies and rollplaying Prestige Classes. The Order of Archmages may have Wizard members, Sorcerers, even a Bard or two, and who knows how many different Prestige classes. But when you meet with any given Archmage you have no idea what class he is (even Wizards can take Perform as a x-class skill). When I describe NPCs I describe the things you would see if you actually met the person. This may or may not tell you anything about him. And don't forget Skills. What skills a person has defines a lot of things about them. Not every Rogue is super-sneaky. Only the ones with MS/Hide are. Other Rogues may have Bluff/ Intimidate/ Forgery and UMD as their primary skills and be flashy characters - might even be dressed as a member of the Order of Archmages. What Greatwyrm said for Campaign Settins goes for societies and groups within those settings, and the individual NPCs as well. Write them up. Get their interests, and describe it to the players. My players still remember the dwarf ranger who had an affinity for birds - he always had bird crap in he beard, and he didn't seem to mind. You can't find that in the Rules. [/QUOTE]
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