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Scenario and setting design, with GM and players in mind
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<blockquote data-quote="Umbran" data-source="post: 8765374" data-attributes="member: 177"><p>We can start with a precept - in an RPG, secrets that don't come out aren't of any value. They are pages the author wrote, but didn't publish. </p><p></p><p>As GMs and scenario designers, we can always make the antagonists so perfect that they never let any piece of information slip, and leave no clues. That becomes a block in our developing fictions. </p><p></p><p>In some games, NPCs are built the same as PCs. In other games, they use different rules and statblocks - but we can always think about what their PC-equivalent skills and abilities <em>ought to be</em>.</p><p></p><p>Just as the PCs make errors, fail checks, and so on, NPCs will do the same as they enact their schemes. Each time they do so is an opportunity to leave facts on the ground where the PCs can find them.</p></blockquote><p></p>
[QUOTE="Umbran, post: 8765374, member: 177"] We can start with a precept - in an RPG, secrets that don't come out aren't of any value. They are pages the author wrote, but didn't publish. As GMs and scenario designers, we can always make the antagonists so perfect that they never let any piece of information slip, and leave no clues. That becomes a block in our developing fictions. In some games, NPCs are built the same as PCs. In other games, they use different rules and statblocks - but we can always think about what their PC-equivalent skills and abilities [I]ought to be[/I]. Just as the PCs make errors, fail checks, and so on, NPCs will do the same as they enact their schemes. Each time they do so is an opportunity to leave facts on the ground where the PCs can find them. [/QUOTE]
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