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<blockquote data-quote="S'mon" data-source="post: 5690544" data-attributes="member: 463"><p>You're coming at it from the wrong end.</p><p>I create NPCs who make sense. Their goals make sense, so their intrigues make sense, and so their interactions with the PCs make sense, whatever happens. Naturally. </p><p></p><p>It's not at all like creating a novel or TV show and having to maintain continuity. All I have to do is be in the mindset of a particular NPC whenever I'm playing him, and what he does will make sense.</p><p></p><p>This also has the (IMO) advantage that because the NPCs are comprehensible, what happens is comprehensible (unlike Lost, The X Files, etc), and the players can actually understand it, with a bit of effort. And actually I work hard to make things comprehensible, I hate the obfuscatory, smoke & mirrors GM style.</p><p></p><p>I guess you'd hate my game, but when I do it like that* it always seems to work very well. </p><p></p><p>*On reflection I've run too many campaigns recently without strong NPCs. I think that phase is behind me, though.</p></blockquote><p></p>
[QUOTE="S'mon, post: 5690544, member: 463"] You're coming at it from the wrong end. I create NPCs who make sense. Their goals make sense, so their intrigues make sense, and so their interactions with the PCs make sense, whatever happens. Naturally. It's not at all like creating a novel or TV show and having to maintain continuity. All I have to do is be in the mindset of a particular NPC whenever I'm playing him, and what he does will make sense. This also has the (IMO) advantage that because the NPCs are comprehensible, what happens is comprehensible (unlike Lost, The X Files, etc), and the players can actually understand it, with a bit of effort. And actually I work hard to make things comprehensible, I hate the obfuscatory, smoke & mirrors GM style. I guess you'd hate my game, but when I do it like that* it always seems to work very well. *On reflection I've run too many campaigns recently without strong NPCs. I think that phase is behind me, though. [/QUOTE]
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