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General Tabletop Discussion
*TTRPGs General
What’s the “wing it or roll it up” threshold for NPCs?
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<blockquote data-quote="Walking Paradox" data-source="post: 5651709" data-attributes="member: 96011"><p><strong>What’s the “wing it or roll it up” threshold for NPCs?</strong></p><p></p><p>In general, there are two kinds of NPCs: those that the GM created with as much love and care as a player would give to a PC; and those that are either pulled out of a template of stock characters or are outright invented on the spot with no stats written down at all.</p><p></p><p>How important a role in the story does an NPC need to play for it to be worth a complete stat-up job?</p><p></p><p>I had an experience running a Traveller game that started out being planet-bound and moved to interstellar travel when the PCs got hold of a ship. While the game was planet-bound, there were plenty of major NPCs who the PCs interacted with on a regular basis and surprisingly, they didn’t make a special effort to kill them (my players tend towards NPC-icide). Once they went to the stars, they met a new NPC almost every week. I started making full NPCs at first but it was less and less fun to do so when they would be left behind at the next jump or worse yet, killed by the PCs who intrinsically knew that every new NPC was a “guest star” for the week’s episode.</p><p></p><p>I know there’s no hard and fast rule for this but I’d like to hear how other people handle it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Walking Paradox, post: 5651709, member: 96011"] [b]What’s the “wing it or roll it up” threshold for NPCs?[/b] In general, there are two kinds of NPCs: those that the GM created with as much love and care as a player would give to a PC; and those that are either pulled out of a template of stock characters or are outright invented on the spot with no stats written down at all. How important a role in the story does an NPC need to play for it to be worth a complete stat-up job? I had an experience running a Traveller game that started out being planet-bound and moved to interstellar travel when the PCs got hold of a ship. While the game was planet-bound, there were plenty of major NPCs who the PCs interacted with on a regular basis and surprisingly, they didn’t make a special effort to kill them (my players tend towards NPC-icide). Once they went to the stars, they met a new NPC almost every week. I started making full NPCs at first but it was less and less fun to do so when they would be left behind at the next jump or worse yet, killed by the PCs who intrinsically knew that every new NPC was a “guest star” for the week’s episode. I know there’s no hard and fast rule for this but I’d like to hear how other people handle it. :) [/QUOTE]
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What’s the “wing it or roll it up” threshold for NPCs?
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