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How has D&D changed over the decades?
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<blockquote data-quote="Helldritch" data-source="post: 8607104" data-attributes="member: 6855114"><p>It depends on the intentions behind that creation.</p><p>In the case of the sister. It is simply a facilitator, an "I win" button that will be used to overcome the difficulty to meet the mayor. True NPC creation can be done, but usually will done through interaction with world.</p><p></p><p>One of the best example I have is the Cleric Teklar a player created a few years ago. The group wanted an additional cleric so they hired one. The group's cleric built Teklar as a hireling from the ground up. He gave him a basic personality and a few quirks. I gave him two hidden quirks/personality traits and it was done. That hireling became so loved that the players sacrificed themselves on more than one occasion so that he could escape.</p><p></p><p>He was often the last one to stand and with incredible luck, often win the day and brought the group back up to their feet. That NPC was not my idea, it was the player's. But that NPC did not appear all of a sudden. He was a hireling, then a henchmen, then a full-blown NPC with full stats and so on.</p><p></p><p>So yes players can create NPC, but not as facilitators.</p><p></p><p>Here is a second example.</p><p>We had a player with an assassin/spy like a 007. He had created a few personae to incarnate while spying and we built a few contacts for each of his contacts. Deep in enemy territory, they needed potions. He asked if one of his merchant contacts might be in the same town. By pure luck that merchant was there (I had put relatively low odds but the player had the lucky background in addition to being a halfling...) and that merchant was there. They acquired healing potions and anti-toxins and they even caroused with their friend in the local inn. The merchant vouching for his halfing friend that he was not the halfing Dlinger that killed Moktar but the halfling Rofolo that got robbed with his friends...</p><p></p><p>Here the contact was pre-existing. Although a bit of an I win button too, that contact was previously created by the player and it was not necessarily a sure thing that his friend the merchant would be there. The judicious choice of background and feat allowed him to have the merchant exactly there at the right time.</p><p></p><p>It is not that the players do not have a say in my games. They simply do not have instant sure facilitator buttons to use. They must create the events with role play and they have to nurture their contacts when the possibility presents itself to keep the contact "alive".</p><p></p><p>Edit: I hate the auto corrector on the phone...</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8607104, member: 6855114"] It depends on the intentions behind that creation. In the case of the sister. It is simply a facilitator, an "I win" button that will be used to overcome the difficulty to meet the mayor. True NPC creation can be done, but usually will done through interaction with world. One of the best example I have is the Cleric Teklar a player created a few years ago. The group wanted an additional cleric so they hired one. The group's cleric built Teklar as a hireling from the ground up. He gave him a basic personality and a few quirks. I gave him two hidden quirks/personality traits and it was done. That hireling became so loved that the players sacrificed themselves on more than one occasion so that he could escape. He was often the last one to stand and with incredible luck, often win the day and brought the group back up to their feet. That NPC was not my idea, it was the player's. But that NPC did not appear all of a sudden. He was a hireling, then a henchmen, then a full-blown NPC with full stats and so on. So yes players can create NPC, but not as facilitators. Here is a second example. We had a player with an assassin/spy like a 007. He had created a few personae to incarnate while spying and we built a few contacts for each of his contacts. Deep in enemy territory, they needed potions. He asked if one of his merchant contacts might be in the same town. By pure luck that merchant was there (I had put relatively low odds but the player had the lucky background in addition to being a halfling...) and that merchant was there. They acquired healing potions and anti-toxins and they even caroused with their friend in the local inn. The merchant vouching for his halfing friend that he was not the halfing Dlinger that killed Moktar but the halfling Rofolo that got robbed with his friends... Here the contact was pre-existing. Although a bit of an I win button too, that contact was previously created by the player and it was not necessarily a sure thing that his friend the merchant would be there. The judicious choice of background and feat allowed him to have the merchant exactly there at the right time. It is not that the players do not have a say in my games. They simply do not have instant sure facilitator buttons to use. They must create the events with role play and they have to nurture their contacts when the possibility presents itself to keep the contact "alive". Edit: I hate the auto corrector on the phone... [/QUOTE]
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