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DMs - do you use session summaries and I would like NPC help
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<blockquote data-quote="Haltherrion" data-source="post: 2796112" data-attributes="member: 18253"><p>Session summaries are a great idea. I use them because we game infrequently (every 2-8 weeks or so) and it is very useful for both players and ref to have a reminder of what has happened. Also like them because they serve to capture the game for later review and rumination. Mine the good idea and remember the good times...</p><p></p><p>On NPCs, many good suggestions already but here are a few of my thoughts. Helps to separate the fully fleshed out and motivated NPCs from the minor ones (just like an author will do). If you have a small number of key NPCs, it is easier to manage them and keep them real. It is good to develop key quirks and traits for them to make them immediately memorable and recognizable to the players.</p><p></p><p>One suggestion writers get is to make their characters larger than life. It seems to be coarse and heavy handed but what is obvious in the referee/author's head is dim and obscure by the time it is translated into your words and transits the noisy clutter of the gaming table into the distracted consciousness of your players.</p><p></p><p>You can take "larger than life" too far but much more often, one errs on the side of subtle. If the character has a bloody streak make sure that nearly every sentence of hers mentions blood and mayhem, at least until the players understand this trait without question. Is the NPC cleric a pacifist? Create encounters that demonstrate this beyond a shadow of a doubt and show just how extreme he is (maybe he forgoes revenge even after the kobold tortures his wife and young children?)</p><p></p><p>On the motivation front, just treat them like your own PC and think what you'd do and why you'd do it.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 2796112, member: 18253"] Session summaries are a great idea. I use them because we game infrequently (every 2-8 weeks or so) and it is very useful for both players and ref to have a reminder of what has happened. Also like them because they serve to capture the game for later review and rumination. Mine the good idea and remember the good times... On NPCs, many good suggestions already but here are a few of my thoughts. Helps to separate the fully fleshed out and motivated NPCs from the minor ones (just like an author will do). If you have a small number of key NPCs, it is easier to manage them and keep them real. It is good to develop key quirks and traits for them to make them immediately memorable and recognizable to the players. One suggestion writers get is to make their characters larger than life. It seems to be coarse and heavy handed but what is obvious in the referee/author's head is dim and obscure by the time it is translated into your words and transits the noisy clutter of the gaming table into the distracted consciousness of your players. You can take "larger than life" too far but much more often, one errs on the side of subtle. If the character has a bloody streak make sure that nearly every sentence of hers mentions blood and mayhem, at least until the players understand this trait without question. Is the NPC cleric a pacifist? Create encounters that demonstrate this beyond a shadow of a doubt and show just how extreme he is (maybe he forgoes revenge even after the kobold tortures his wife and young children?) On the motivation front, just treat them like your own PC and think what you'd do and why you'd do it. Good luck! [/QUOTE]
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DMs - do you use session summaries and I would like NPC help
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