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Expanding D&D adventures past mere combat
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<blockquote data-quote="Frostmarrow" data-source="post: 2519165" data-attributes="member: 1122"><p>I've never thought of that before. Some years ago we made it a point to role-play every single encounter with every single NPC at the market. And that's why! We were pretty anal about our equipment. Nowadays we figure seasoned adventurers know to bring the stuff they'll need and so automatically does so - in an attempt to cut down on the paperwork. Bad move apparently.</p><p></p><p>In NWN, at least when designing your own modules you need to find ways to tell the players the story without being in the game. This is pretty limiting. -Please bear with me. In order to tell the story of the Little Red Riding Hood you need to add books and letters that can be found in grandma's cottage or the hunter (the PCs) will simply slay the wolf and be done with it. If there are books and letters at grandma's, the hunter can sit down and read about Little Red Riding Hood, her mother, the wine and bread, and so understand what has taken place here. -That Red has been told several times not to stray into the woods but wouldn't listen, that grandma is a vino, and so on. So, when designing NWN-modules you need to add the story via these channels. In an RPG you can simply tell the PCs what's going OOC if you need to. This is why I love handouts in RPGs. Handouts are evidence of a story unfolding.</p><p></p><p>I have this idea of how to add a system to the role-playing experience. Any PC or NPC in the game belongs to a social class. People will only be open with people of their own class unless they are friends or family. Any party consists of commoners, clergy and nobles just to be able to get along with, gather information, from just anybody. A peasant will divulge secrets to a druid but not to a knight. By the same token a king might be interested in talking to a paladin but not a priest. In any pre-written social encounter there will be information of which social classes are represented and how much they are willing to say to PCs of their class and to PCs of other classes. This way each player is served NPCs with information that is only accessible to them.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 2519165, member: 1122"] I've never thought of that before. Some years ago we made it a point to role-play every single encounter with every single NPC at the market. And that's why! We were pretty anal about our equipment. Nowadays we figure seasoned adventurers know to bring the stuff they'll need and so automatically does so - in an attempt to cut down on the paperwork. Bad move apparently. In NWN, at least when designing your own modules you need to find ways to tell the players the story without being in the game. This is pretty limiting. -Please bear with me. In order to tell the story of the Little Red Riding Hood you need to add books and letters that can be found in grandma's cottage or the hunter (the PCs) will simply slay the wolf and be done with it. If there are books and letters at grandma's, the hunter can sit down and read about Little Red Riding Hood, her mother, the wine and bread, and so understand what has taken place here. -That Red has been told several times not to stray into the woods but wouldn't listen, that grandma is a vino, and so on. So, when designing NWN-modules you need to add the story via these channels. In an RPG you can simply tell the PCs what's going OOC if you need to. This is why I love handouts in RPGs. Handouts are evidence of a story unfolding. I have this idea of how to add a system to the role-playing experience. Any PC or NPC in the game belongs to a social class. People will only be open with people of their own class unless they are friends or family. Any party consists of commoners, clergy and nobles just to be able to get along with, gather information, from just anybody. A peasant will divulge secrets to a druid but not to a knight. By the same token a king might be interested in talking to a paladin but not a priest. In any pre-written social encounter there will be information of which social classes are represented and how much they are willing to say to PCs of their class and to PCs of other classes. This way each player is served NPCs with information that is only accessible to them. [/QUOTE]
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