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How common are "adventurers" in your world?
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<blockquote data-quote="tojek" data-source="post: 6544429" data-attributes="member: 95675"><p>For me, it depends on the role the NPC plays in the story, whether the NPC ever assists the PCs (combat or non), or if the NPC is the face and voice of an organization/aggregate. Metaphorically, I treat PCs as lead characters in a stage play-- they are the front men and women basking in the spotlight, with NPCs and "commoners" rounding out the supporting cast. Depending on perspective, how "powerful" NPCs and commoners are relative to PCs becomes moot; PCs get the most stage time regardless.</p><p></p><p>In that regard, "does it matter?" For me, I consider the PCs lead actors/protagonists-- I don't dwell on the definition of "adventurer" overmuch, so long as the PCs are sufficiently challenged and supported by the world and its NPCs and common folk. If anything, the world should actively support your PCs. No matter what level your PCs are-- individually or as a group-- the world should provide ample challenges, both combat and non, across a bell curve. The tricky bit is figuring out where to set the curve, and sadly, there's a unique answer for each gamer table.</p><p></p><p>I get feedback from the players and PCs each session. I've gamed with my group for years-- I know what "fun" is for them. If you ask explicitly in writing, you'll get one answer. If you ask 1:1 in person, you'll get another. If you ask the group as a whole, you'll get yet another. So I decide to let the PCs decide instead. Live and in session, I'll drop in decision points: combat or non, near or far away, easy or hard, nuanced or straight-forward, and so on. If you're so inclined, modeling their decisions on a radar chart or histogram could give you visual insight into how combative, proximate, hard, or nuanced you need your world to be, and what sorts of commoners and NPCs would be needed to support it.</p></blockquote><p></p>
[QUOTE="tojek, post: 6544429, member: 95675"] For me, it depends on the role the NPC plays in the story, whether the NPC ever assists the PCs (combat or non), or if the NPC is the face and voice of an organization/aggregate. Metaphorically, I treat PCs as lead characters in a stage play-- they are the front men and women basking in the spotlight, with NPCs and "commoners" rounding out the supporting cast. Depending on perspective, how "powerful" NPCs and commoners are relative to PCs becomes moot; PCs get the most stage time regardless. In that regard, "does it matter?" For me, I consider the PCs lead actors/protagonists-- I don't dwell on the definition of "adventurer" overmuch, so long as the PCs are sufficiently challenged and supported by the world and its NPCs and common folk. If anything, the world should actively support your PCs. No matter what level your PCs are-- individually or as a group-- the world should provide ample challenges, both combat and non, across a bell curve. The tricky bit is figuring out where to set the curve, and sadly, there's a unique answer for each gamer table. I get feedback from the players and PCs each session. I've gamed with my group for years-- I know what "fun" is for them. If you ask explicitly in writing, you'll get one answer. If you ask 1:1 in person, you'll get another. If you ask the group as a whole, you'll get yet another. So I decide to let the PCs decide instead. Live and in session, I'll drop in decision points: combat or non, near or far away, easy or hard, nuanced or straight-forward, and so on. If you're so inclined, modeling their decisions on a radar chart or histogram could give you visual insight into how combative, proximate, hard, or nuanced you need your world to be, and what sorts of commoners and NPCs would be needed to support it. [/QUOTE]
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