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running a dialogue based mission (advice please)
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<blockquote data-quote="DumbPaladin" data-source="post: 5306539" data-attributes="member: 90770"><p>Yes, exactly right: make sure your PCs are not merely spectators to what's going on; you will lose people rather quickly.</p><p></p><p>There's nothing wrong with NPCs approaching the PCs and striking up a conversation: this happens in real life. If you want a specific PC (or group of them) to respond to something ... well, ask them! You could also give them a task of needing to discover information by talking to various parties in the room.</p><p></p><p>Don't worry too much about all of the NPCs you will be playing -- as noted, there's no reason to bother with voices if you're no good at it, but it can certainly be funny (and helpful) to try a non-standard voice for at least one NPC, especially one who may be important and/or saying quite a bit. As for worrying about how you'll keep them all straight ... if it is important to establish personalities and backgrounds on some of the NPCs in the room, then do this beforehand: write up a file on the characters, with some minor backstory (it will help if they're asked for this information by the PCs), and then try figuring out how NPC #1 would interact, in a conversation, with NPC #2 based on their histories. If #1 is a haughty aristocratic widow, and #2 is a brash, borderline rude young paladin, there'll probably be some sparks flying ... but if #2 is a charismatic rogue who loves marrying (and then offing) rich old ladies, then ... that's a very different chemistry.</p></blockquote><p></p>
[QUOTE="DumbPaladin, post: 5306539, member: 90770"] Yes, exactly right: make sure your PCs are not merely spectators to what's going on; you will lose people rather quickly. There's nothing wrong with NPCs approaching the PCs and striking up a conversation: this happens in real life. If you want a specific PC (or group of them) to respond to something ... well, ask them! You could also give them a task of needing to discover information by talking to various parties in the room. Don't worry too much about all of the NPCs you will be playing -- as noted, there's no reason to bother with voices if you're no good at it, but it can certainly be funny (and helpful) to try a non-standard voice for at least one NPC, especially one who may be important and/or saying quite a bit. As for worrying about how you'll keep them all straight ... if it is important to establish personalities and backgrounds on some of the NPCs in the room, then do this beforehand: write up a file on the characters, with some minor backstory (it will help if they're asked for this information by the PCs), and then try figuring out how NPC #1 would interact, in a conversation, with NPC #2 based on their histories. If #1 is a haughty aristocratic widow, and #2 is a brash, borderline rude young paladin, there'll probably be some sparks flying ... but if #2 is a charismatic rogue who loves marrying (and then offing) rich old ladies, then ... that's a very different chemistry. [/QUOTE]
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