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<blockquote data-quote="Helldritch" data-source="post: 8607093" data-attributes="member: 6855114"><p>And again you are completely mistaken.</p><p>It is a good idea if it is a good idea. An event facilitator is not. It is an I win button. Pure and simple. I have groups that have build kingdoms and these kingdoms are integrated in the game world. They have built castles and dominions. Some NPCs are are actually former PCs that retired. And so on.</p><p></p><p>The big difference is that as a player you do not get to create NPCs out of the blue. If you want a specific NPC, it will be after discussion out of the game. That NPC will often be in your background right at session zero. We might leave one or two opened but it will be, again, no I win buttons. </p><p></p><p>Players have the sole ability to decide what their characters are and will be. But it is their actions and interactions that will allow them to influence the world. Again the difference is not that big. </p><p></p><p>No they will not pull that sister out of a hat. But they will "force" me to create an NPC to interact with by interacting with the world. My players would go this way.</p><p>We need to get a faster way to see the mayor. That clerk is a jerk. He will drag on these procedures for the eternity...</p><p>Hey! Maybe the mayor has a servant that could speak for us! Let's meet her and ask her if she could help us!</p><p></p><p>See the difference? In both case, the servant appears. But in one, it is the sister of the player, an auto "I win" button. In the other, the servant is created but now the players will have to actually interact with the NPC, find her motivations, learn what she likes, hates. Does she have something that needs to be dine and would indebt her to the players so that she will help them. Will one of the players play the flirting approach to seduce her and make her talk to the mayor in their behalf? Will they just use her or will they actually be helping her too and make her a valuable contact? My approach will spurr more questions and situations than the "I win" button that the sister is. Because the servant will have been interacted and worked on by role play, that servant will not be forgotten. The sister on the other hand, will soon be forgotten. She is just there to facilitate the entry/escape. The little interaction the "I win" button implies means that she will not be missed as she appeared and disappeared in the instant she was no longer needed. My method means that the servant might become much more than just a servant, players' action through their role play will make the difference.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8607093, member: 6855114"] And again you are completely mistaken. It is a good idea if it is a good idea. An event facilitator is not. It is an I win button. Pure and simple. I have groups that have build kingdoms and these kingdoms are integrated in the game world. They have built castles and dominions. Some NPCs are are actually former PCs that retired. And so on. The big difference is that as a player you do not get to create NPCs out of the blue. If you want a specific NPC, it will be after discussion out of the game. That NPC will often be in your background right at session zero. We might leave one or two opened but it will be, again, no I win buttons. Players have the sole ability to decide what their characters are and will be. But it is their actions and interactions that will allow them to influence the world. Again the difference is not that big. No they will not pull that sister out of a hat. But they will "force" me to create an NPC to interact with by interacting with the world. My players would go this way. We need to get a faster way to see the mayor. That clerk is a jerk. He will drag on these procedures for the eternity... Hey! Maybe the mayor has a servant that could speak for us! Let's meet her and ask her if she could help us! See the difference? In both case, the servant appears. But in one, it is the sister of the player, an auto "I win" button. In the other, the servant is created but now the players will have to actually interact with the NPC, find her motivations, learn what she likes, hates. Does she have something that needs to be dine and would indebt her to the players so that she will help them. Will one of the players play the flirting approach to seduce her and make her talk to the mayor in their behalf? Will they just use her or will they actually be helping her too and make her a valuable contact? My approach will spurr more questions and situations than the "I win" button that the sister is. Because the servant will have been interacted and worked on by role play, that servant will not be forgotten. The sister on the other hand, will soon be forgotten. She is just there to facilitate the entry/escape. The little interaction the "I win" button implies means that she will not be missed as she appeared and disappeared in the instant she was no longer needed. My method means that the servant might become much more than just a servant, players' action through their role play will make the difference. [/QUOTE]
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