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<blockquote data-quote="kigmatzomat" data-source="post: 1322637" data-attributes="member: 9254"><p>Returning to the same towns has done wonders for the character development in my games. If you don't have it due to your plots, look at ways to create other recurring NPCs. Traveling merchants, bards, tinkers, or pilgrims are good suggestions. These familiar faces will ask how their adventures are going, become sources of information, and provide feedback on how the world in general views the party's actions. </p><p></p><p>Barring that, what are the characters that don't socialize often? Look at what hooks should exist for them. </p><p></p><p>Cleric/paladin: visit local church. If they don't, have them visited by the local clergy. </p><p></p><p>Rogues: suggest they contact the thieve's guild. You may need to do it as part of the plotline the first few times to get them in the habit but make it part of their routine to find the seedy bars, make the right comments, grease a few palms, and find out the "working laws" of the city. </p><p></p><p>monks: have small pockets of various monastic orders scattered across the region. The monk should visit to pay his respects to the master (it is tradition ==Lawful) and acquire some information, possibly about his home monastery. </p><p></p><p>bards: anyone playing a non-social bard needs to the thwapped by a clue-by-four. </p><p></p><p>druids: they may not be *in* town, but smaller settlements might have druid groves within a short distance, at least as the wildshaped eagle flies. Druids should take advantage of those rare days they can sit in a grove where nature's energy is strongest. And, of course, chat a bit with the locals.</p><p></p><p>Rangers: a little harder than druids, really. Best you can do is make it a plot point that if they check with the local guardsmen/huntsmen they can learn about the regions critters and beasties. Of course, this could become plot hooks as well. </p><p></p><p>wizards and sorcerors: there's no excuse for an arcane caster that doesn't seek out the locals to see if there are any local spells they can try and learn or at least get enough information about that they can puzzle out on their own later. If it comes with a (plot) hook....</p><p></p><p>Fighters: no specific hook to a fighter. Sorry, you'll have to rely on the personality of the character. Alternately make it a point for him to go with the weakest or most likely to be robbed party member. At least then he's not sitting in his private room in the inn.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1322637, member: 9254"] Returning to the same towns has done wonders for the character development in my games. If you don't have it due to your plots, look at ways to create other recurring NPCs. Traveling merchants, bards, tinkers, or pilgrims are good suggestions. These familiar faces will ask how their adventures are going, become sources of information, and provide feedback on how the world in general views the party's actions. Barring that, what are the characters that don't socialize often? Look at what hooks should exist for them. Cleric/paladin: visit local church. If they don't, have them visited by the local clergy. Rogues: suggest they contact the thieve's guild. You may need to do it as part of the plotline the first few times to get them in the habit but make it part of their routine to find the seedy bars, make the right comments, grease a few palms, and find out the "working laws" of the city. monks: have small pockets of various monastic orders scattered across the region. The monk should visit to pay his respects to the master (it is tradition ==Lawful) and acquire some information, possibly about his home monastery. bards: anyone playing a non-social bard needs to the thwapped by a clue-by-four. druids: they may not be *in* town, but smaller settlements might have druid groves within a short distance, at least as the wildshaped eagle flies. Druids should take advantage of those rare days they can sit in a grove where nature's energy is strongest. And, of course, chat a bit with the locals. Rangers: a little harder than druids, really. Best you can do is make it a plot point that if they check with the local guardsmen/huntsmen they can learn about the regions critters and beasties. Of course, this could become plot hooks as well. wizards and sorcerors: there's no excuse for an arcane caster that doesn't seek out the locals to see if there are any local spells they can try and learn or at least get enough information about that they can puzzle out on their own later. If it comes with a (plot) hook.... Fighters: no specific hook to a fighter. Sorry, you'll have to rely on the personality of the character. Alternately make it a point for him to go with the weakest or most likely to be robbed party member. At least then he's not sitting in his private room in the inn. [/QUOTE]
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