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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8303681"><p>Normally a guard won't be random. It depends on the situation though (like if this is a place I've mapped out in advance or something I had to come up with on the fly). But let's say the players are robbing a bank, and I have a bank in town that I have planned out, I would include basic information on the characters there, including things like guards. But that is a small location so say it is a bigger one, like a sect complex. The guards would all just be lower rank members of the sect, and I would normally have a sense of their patrols and probably an encounter table for determining when they might come up (i.e. check every ten minutes an encounter). So lets say these are random guards, in the sect complex, and all I have on them is the junior disciple stat block, not individuals. Once the players start engaging the guards that way, my first impulse would be to get all relevant personality details down on the page so I have those to inform my responses to the players. As soon as I sensed the players were treating this as more than a random guard, I would start writing notes net to the guard like the guard's name, who they are married to, if they have kids, basic personality, what their goals are, what their problems are, etc. And I would just be generating it based on what leaps to mind. Sometimes I may assign a probability and roll for something (like say I am going down this path of thinking and I wonder if I should include something that would be potentially very useful to people trying to bluff or bribe a guard, and that seems like it should be left to the dice to decide; I may assign it a 20% chance of being part of that guard's personality and roll).</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8303681"] Normally a guard won't be random. It depends on the situation though (like if this is a place I've mapped out in advance or something I had to come up with on the fly). But let's say the players are robbing a bank, and I have a bank in town that I have planned out, I would include basic information on the characters there, including things like guards. But that is a small location so say it is a bigger one, like a sect complex. The guards would all just be lower rank members of the sect, and I would normally have a sense of their patrols and probably an encounter table for determining when they might come up (i.e. check every ten minutes an encounter). So lets say these are random guards, in the sect complex, and all I have on them is the junior disciple stat block, not individuals. Once the players start engaging the guards that way, my first impulse would be to get all relevant personality details down on the page so I have those to inform my responses to the players. As soon as I sensed the players were treating this as more than a random guard, I would start writing notes net to the guard like the guard's name, who they are married to, if they have kids, basic personality, what their goals are, what their problems are, etc. And I would just be generating it based on what leaps to mind. Sometimes I may assign a probability and roll for something (like say I am going down this path of thinking and I wonder if I should include something that would be potentially very useful to people trying to bluff or bribe a guard, and that seems like it should be left to the dice to decide; I may assign it a 20% chance of being part of that guard's personality and roll). [/QUOTE]
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