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Best practices for easy-to-run modules [+]
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<blockquote data-quote="zakael19" data-source="post: 9801788" data-attributes="member: 7044099"><p>Yeah, something simple and consistent is nice. For a more narrative side, I like how Carved from Brindlewood stuff tends to format the NPCs connected to various situations. One thing they do is a single "quote" that a) hits at what relevance the NPC has to the situation but also b) gives you a tenor of how they talk to grab and run with. I've been trying out that format for my mystery/investigation focused Daggerheart game, because you tend to have a large cast that may not stick around and so something succinct and grabby is nice</p><p></p><p>Eg:</p><p><strong>Scarlett</strong>, faery (??? Aged).</p><p>Flowing red evening gown that hides her feet. Glamour wavers around slowly pulsing moth wings. Arresting eyes you want to tip into like a deep black pool. <strong>Quote</strong>: <em>Oh aren’t you all just ADORABLE children.</em></p><p></p><p>I also like how refined down BITD's NPCs are. Just a name and a couple of tags and a blurb. Further relevance comes from the faction or location they're tied to and its situation. That gives you the space to either flesh out if you want, or leave a gap to pull on player establishing questions.</p><p></p><p>Eg:</p><p></p><p><strong>Flint</strong>. A spirit trafficker who trades out of a condemned manor house. (<em>Weird, Calculating, Suspicious</em>).</p></blockquote><p></p>
[QUOTE="zakael19, post: 9801788, member: 7044099"] Yeah, something simple and consistent is nice. For a more narrative side, I like how Carved from Brindlewood stuff tends to format the NPCs connected to various situations. One thing they do is a single "quote" that a) hits at what relevance the NPC has to the situation but also b) gives you a tenor of how they talk to grab and run with. I've been trying out that format for my mystery/investigation focused Daggerheart game, because you tend to have a large cast that may not stick around and so something succinct and grabby is nice Eg: [B]Scarlett[/B], faery (??? Aged). Flowing red evening gown that hides her feet. Glamour wavers around slowly pulsing moth wings. Arresting eyes you want to tip into like a deep black pool. [B]Quote[/B]: [I]Oh aren’t you all just ADORABLE children.[/I] I also like how refined down BITD's NPCs are. Just a name and a couple of tags and a blurb. Further relevance comes from the faction or location they're tied to and its situation. That gives you the space to either flesh out if you want, or leave a gap to pull on player establishing questions. Eg: [B]Flint[/B]. A spirit trafficker who trades out of a condemned manor house. ([I]Weird, Calculating, Suspicious[/I]). [/QUOTE]
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