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<blockquote data-quote="justanobody" data-source="post: 4538939" data-attributes="member: 70778"><p>All the time.</p><p></p><p>But I have been messing with a little bit of computer programs, so programming NPCs just feels natural. Also helps when I don't want to make a decision, or like when old morale checks came into play.</p><p></p><p>Not something you do for everything like</p><p></p><p>Attacked with sword from left: Dodge right and run to nearest enemy for sneak attack.</p><p></p><p>But the little things that add flavor to the events that take place.</p><p></p><p>Cower when flashy magic happens. Useful to show a type of monster subjegated through the use of magic, and their fear of it.</p><p></p><p>Odd things like that as well as running away after a certain place.</p><p></p><p>I like to add things that make the game and its inhabitants seem more alive.</p><p></p><p>One time there was a dungeon style adventure in the...sewers effectively, of the city.</p><p></p><p>While everyone was fighting an earthquake was scheduled for a specific time of day if the PCs were underground.</p><p></p><p>Tormoil insued, and the event was caused by a raiding party attacking the town and blowing up the tower they were directly under. So while they evaded that fight and won it because the baddies were crushed under rubble, they had to find their way out through the damagged areas and then figure out what happened above ground, only to get into a bigger fight.</p><p></p><p>They had the choice to stay in town that day, or leave town for a little mission.</p><p></p><p>Had they left town, the same things would have happened, but they would have returned to find out later with little knowledge of the full events except for stories from survivors of the raid.</p><p></p><p>That the kind of thing you mean?</p></blockquote><p></p>
[QUOTE="justanobody, post: 4538939, member: 70778"] All the time. But I have been messing with a little bit of computer programs, so programming NPCs just feels natural. Also helps when I don't want to make a decision, or like when old morale checks came into play. Not something you do for everything like Attacked with sword from left: Dodge right and run to nearest enemy for sneak attack. But the little things that add flavor to the events that take place. Cower when flashy magic happens. Useful to show a type of monster subjegated through the use of magic, and their fear of it. Odd things like that as well as running away after a certain place. I like to add things that make the game and its inhabitants seem more alive. One time there was a dungeon style adventure in the...sewers effectively, of the city. While everyone was fighting an earthquake was scheduled for a specific time of day if the PCs were underground. Tormoil insued, and the event was caused by a raiding party attacking the town and blowing up the tower they were directly under. So while they evaded that fight and won it because the baddies were crushed under rubble, they had to find their way out through the damagged areas and then figure out what happened above ground, only to get into a bigger fight. They had the choice to stay in town that day, or leave town for a little mission. Had they left town, the same things would have happened, but they would have returned to find out later with little knowledge of the full events except for stories from survivors of the raid. That the kind of thing you mean? [/QUOTE]
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