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<blockquote data-quote="howandwhy99" data-source="post: 7316919" data-attributes="member: 3192"><p>Sorry, but that does sound boring and one-dimensional. And even impractical as I'm not going to write 100s of one-liners to account for 100s of NPCs. </p><p></p><p>My advice is to stop thinking of NPCs like characters in a story. D&D is a game, not a story. So think of the elements in your RPG like a game. Your creatures don't solely require designs to designate their bodies and physical abilities. What about their remembered experiences and behaviors? What tactics do they know and can use? What magic items? What about mundane actions? </p><p></p><p>You don't need to come up with entirely new words every time you write a sentence. But it does help to have a vast vocabulary of words and a real proficiency with a functional grammar. Likewise you don't need an "everything new" philosophy to run a functional game design either. Variations of design within a challenging and sound game system is what D&D is all about. (Actually, massive variation given all the monsters and treasure and modules published for it).</p><p></p><p>What you get is more game design players can actually game. They can not only discover the world before their characters senses, but also the world within the minds of NPCs. This usually means what that NPC thinks is true about the world (rumors being more or less accurate or inaccurate), but it can also mean learning who an NPC is, their preferences, not to mention who they might have once been or may become - maybe with the player's help!</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 7316919, member: 3192"] Sorry, but that does sound boring and one-dimensional. And even impractical as I'm not going to write 100s of one-liners to account for 100s of NPCs. My advice is to stop thinking of NPCs like characters in a story. D&D is a game, not a story. So think of the elements in your RPG like a game. Your creatures don't solely require designs to designate their bodies and physical abilities. What about their remembered experiences and behaviors? What tactics do they know and can use? What magic items? What about mundane actions? You don't need to come up with entirely new words every time you write a sentence. But it does help to have a vast vocabulary of words and a real proficiency with a functional grammar. Likewise you don't need an "everything new" philosophy to run a functional game design either. Variations of design within a challenging and sound game system is what D&D is all about. (Actually, massive variation given all the monsters and treasure and modules published for it). What you get is more game design players can actually game. They can not only discover the world before their characters senses, but also the world within the minds of NPCs. This usually means what that NPC thinks is true about the world (rumors being more or less accurate or inaccurate), but it can also mean learning who an NPC is, their preferences, not to mention who they might have once been or may become - maybe with the player's help! [/QUOTE]
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