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<blockquote data-quote="Mechanimal" data-source="post: 4963197" data-attributes="member: 75673"><p>I like the idea of having significant NPC's, who aren't necessary for story advancement but stir up emotions among the party. I'm going to have to borrow your idea of the obnoxious, spoiled kid. I'm also thinking that I could have him steal from the party, or do something that will make them angry. It will be great because they won't be able to hurt the child, but it'll bring up some good roleplaying.</p><p> </p><p> Another similar thought I had was to have a small salesman along the path with some odds and ends, and conveniently just enough rumours and information to point in a certain direction. I'm gathering based on this that the mannerisms are what make these NPC encounters so memorable.</p><p></p><p>I think this will be great to add to the trip. All I could ever think of on the way are caves that the party seldom had any interest of going into, because of the inherent danger, and no motive to go there anyway. I think something that's right on the path that presents no direct danger will get the party's attention. </p><p></p><p></p><p>I want to add some travelers along the way, but no one with certain answers. Just vague details/rumours that will push the PC's in a direction, even though this person didn't answer their specific question, just something that'll have them interested in a location. I presume that there's a difference between basic travelers and NPC's. I don't think I would need to develop much for a traveler if they only relay information once and have no name.</p><p></p><p>Thank-you everyone for all the great advice. I'll let you know how it turns out. Currently my party is in the middle of a dungeon, but will be traveling afterwards.</p></blockquote><p></p>
[QUOTE="Mechanimal, post: 4963197, member: 75673"] I like the idea of having significant NPC's, who aren't necessary for story advancement but stir up emotions among the party. I'm going to have to borrow your idea of the obnoxious, spoiled kid. I'm also thinking that I could have him steal from the party, or do something that will make them angry. It will be great because they won't be able to hurt the child, but it'll bring up some good roleplaying. Another similar thought I had was to have a small salesman along the path with some odds and ends, and conveniently just enough rumours and information to point in a certain direction. I'm gathering based on this that the mannerisms are what make these NPC encounters so memorable. I think this will be great to add to the trip. All I could ever think of on the way are caves that the party seldom had any interest of going into, because of the inherent danger, and no motive to go there anyway. I think something that's right on the path that presents no direct danger will get the party's attention. I want to add some travelers along the way, but no one with certain answers. Just vague details/rumours that will push the PC's in a direction, even though this person didn't answer their specific question, just something that'll have them interested in a location. I presume that there's a difference between basic travelers and NPC's. I don't think I would need to develop much for a traveler if they only relay information once and have no name. Thank-you everyone for all the great advice. I'll let you know how it turns out. Currently my party is in the middle of a dungeon, but will be traveling afterwards. [/QUOTE]
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