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<blockquote data-quote="Celebrim" data-source="post: 5168412" data-attributes="member: 4937"><p>Yeah, although, it's worth noting that for some of my sandboxish campaigns, the random encounter table included a subsection that basically amounted to NPC generator - listing encounters not merely by type of creature, but by profession and possible motives. I'm not sure that would help in your case, but I'm thinking if I was sandboxing a space merchants campaign one of the first thing I'd be tempted do is have a 'random starship/captain' generator so that I could, when necessary, electro-prod my imagination by randoming a few spaceships, their affliation, and the motive and modus of their captain.</p><p></p><p>The problem with randoming up NPC's is that it tends to involve too many dice throws to resolve anything detailed enough to be usable, but you might make one and then half randomly prep 50 or so stock seven sentence NPCs that you can pull out of a folder when you need them (which I imagine will be frequently, as one of the problems with a space game is the amount of freedom of choice the players have). Obviously, you wouldn't do this all in one week, but probably you can prep NPC's faster than the players can consume them if you devote a little time too it.</p><p></p><p></p><p></p><p>Random shipyard resource generation is probably alot easier to do than random NPC generation. It probably wouldn't be too hard for me to brainstorm up a list of things that might or might not be in any given port of call, and then provide a table to prompt the imagination.</p><p></p><p></p><p></p><p>Absolutely. I think you did a great job handling that as well as you did. Prepared lists of names always help me in the NPC creation department, as it gets past the first major panic moment and after that I find I can usually wing it well enough that the players are unable to tell who was prepped ahead of time and who wasn't.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5168412, member: 4937"] Yeah, although, it's worth noting that for some of my sandboxish campaigns, the random encounter table included a subsection that basically amounted to NPC generator - listing encounters not merely by type of creature, but by profession and possible motives. I'm not sure that would help in your case, but I'm thinking if I was sandboxing a space merchants campaign one of the first thing I'd be tempted do is have a 'random starship/captain' generator so that I could, when necessary, electro-prod my imagination by randoming a few spaceships, their affliation, and the motive and modus of their captain. The problem with randoming up NPC's is that it tends to involve too many dice throws to resolve anything detailed enough to be usable, but you might make one and then half randomly prep 50 or so stock seven sentence NPCs that you can pull out of a folder when you need them (which I imagine will be frequently, as one of the problems with a space game is the amount of freedom of choice the players have). Obviously, you wouldn't do this all in one week, but probably you can prep NPC's faster than the players can consume them if you devote a little time too it. Random shipyard resource generation is probably alot easier to do than random NPC generation. It probably wouldn't be too hard for me to brainstorm up a list of things that might or might not be in any given port of call, and then provide a table to prompt the imagination. Absolutely. I think you did a great job handling that as well as you did. Prepared lists of names always help me in the NPC creation department, as it gets past the first major panic moment and after that I find I can usually wing it well enough that the players are unable to tell who was prepped ahead of time and who wasn't. [/QUOTE]
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