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Worlds of Design: Golden Rules for RPGs
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<blockquote data-quote="aramis erak" data-source="post: 9042290" data-attributes="member: 6779310"><p>a number of games make very keen differences between PCs and NPCs... because mechanically, they can't be mechanically equivalent.</p><p></p><p>For example, in <em><u>DragonLance Fifth Age</u></em> (DL5A), an NPC can never make an unopposed attack, simply because ALL player-affecting actions in DL5A are resolved as a player task. Likewise, NPC on non-linked-to-PC NPCs attacks are resolved by pure fiat; if the PC has a level of ownership of the NPC target or actor, THEY make the task for the NPC.</p><p></p><p>Similarly so for Cinematic Unisystem games... <em><u>BTVS</u></em>, <em><u>Angel</u></em>, <em><u>Army of Darkness</u></em>, and <em><u>Ghosts of Albion</u></em>... all for the very same reason.</p><p></p><p>A number of games, most notably the FFG/Edge Star Wars, Genesys, and L5R 5e games, make PCs mechanically distinct from NPCs in order to keep the complexity of play down. </p><p></p><p>Some games also explicitly have a unique or nearly unique character type. The best example is BTVS. In most play, the only slayers are the ones in the party. Literally. No others have those gifts. (Fortunately, they're not overly powerful.)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9042290, member: 6779310"] a number of games make very keen differences between PCs and NPCs... because mechanically, they can't be mechanically equivalent. For example, in [I][U]DragonLance Fifth Age[/U][/I] (DL5A), an NPC can never make an unopposed attack, simply because ALL player-affecting actions in DL5A are resolved as a player task. Likewise, NPC on non-linked-to-PC NPCs attacks are resolved by pure fiat; if the PC has a level of ownership of the NPC target or actor, THEY make the task for the NPC. Similarly so for Cinematic Unisystem games... [I][U]BTVS[/U][/I], [I][U]Angel[/U][/I], [I][U]Army of Darkness[/U][/I], and [I][U]Ghosts of Albion[/U][/I]... all for the very same reason. A number of games, most notably the FFG/Edge Star Wars, Genesys, and L5R 5e games, make PCs mechanically distinct from NPCs in order to keep the complexity of play down. Some games also explicitly have a unique or nearly unique character type. The best example is BTVS. In most play, the only slayers are the ones in the party. Literally. No others have those gifts. (Fortunately, they're not overly powerful.) [/QUOTE]
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