Agamemnon wrote:Benedict had a post that I thought I'd hit "quote." I apparently hit "Edit." RIP.
No hard feelings, after all I've done worse in the past -- no screenshot to ressurect the butchered post.
Agamenon wrote:Benedict wrote:Take Traits for example, imo the most interesting story-wise part when interacting with NPCs outside of combat. Do we need a second list of Personal Traits than the one presented in pg46?
The sort of stock NPCs we're discussing generally wouldn't even have traits.. So no? I never suggested anything of the sort.
Clarification. I never claimed you did. That part was a reply and food for thought towards thirtythr33's suggestion.
thirtythr33 wrote:One thing that I think MUST be included is a way to quickly swap out Traits for NPCs.
Three bandits become a lot more characterful when they are a Frail bandit, a Noble Outlaw bandit and a Handsome bandit.
Giving a Pirate Lord a Reputation, which he can tap into applicable situations, also feels very natural for the system.
Agamemnon wrote:You quoted me, pontificated on my premise, and then ignored my actual point.
Now I feel I got under your skin. I apologize, since by no means was irritating anyone my intention.
I think I got the points right from the start. Correct me if wrong.
Agamemnon wrote:We're obviously going to need some version of an example NPC list in the book that gives you example stats.
Agamemnon wrote:This works, but is it the best way to go about it? I'm not sure.
Agamemnon wrote:how else you can go about it in such a way that the stats can be used as-is from the book, rather than the GM having to build every NPC before they can be used
With all these in mind I presented three suggestions:
- A small master list of NPC functions which expanded on your own: Alchemist, Apothecary, Architect, Artist, Assassin, Baker, Bandit, etc.
- Three (low/med/hi threat) stat blocks for combatants. These are not examples of what a GM could create; these are examples of how to present specific NPCs in the GM section, to be used in a pinch when one needs some street thugs/pirates/royal guards to fight with because of an unforseen twist.
- For noncombatants I pruposed that the GM can fudge NPCs using rank scale: dabbler, novice, apprentice, journeyman, master, grandmaster, savant.
I'll give you that the 3rd suggestion was vague at best.
I stated numerous times that this NPC section should be kept as short as possible; not that it should not exist at all. What I do find counter-productive is that section being lengthy OR designing a sub-system for assigning stats to NPCs.
As you correctly pointed out:
Agamemnon wrote:would you rather them be stopping to work out NPC stat spreads for every minor NPC the players might interact with?
Because I fear that a sub-system, like what higgins proposed, would accomplish exactly this: stopping to work out NPC stat spreads when said NPCs become relevant during play.
Agamemnon wrote:Further, saying "Well they chose it!" not only ignores the actual issue being discussed, it's kind of a ridiculous line to draw.
The rub here is that when I say that
"the GM chose it", I don't say that he should be punished for opting GM position. I say that part of the fun of being GM are all these points I illustrated above, creation of NPCs included. By providing specific rules on NPC creation there's a danger to diminish part of that fun associated with being GM.
My suggestions were also made with this point in mind: provide ways to make everyone's life easier, GM and players, without stealing anyone's thunder away.
Agamemnon wrote:The GM has to pull them out of their ass in the middle of play
The latter is arguably the worst not just because I have enough stuff to juggle when running the game without having to decide what skills the town guard might have the moment you decided to engage in a social conflict with them, but because this greatly increases the temptation and tendency of GMs to start giving those NPCs stats based not on what the fiction would call for but instead on the level of challenge they want to present to their players
Apart from the improvising part which can be hard, especially on new GMs, imho the most important point lies here:
...because this greatly increases the temptation and tendency of GMs to start giving those NPCs stats based not on what the fiction would call for but instead on the level of challenge they want to present to their players.
As I said earlier, the GM should keep things coherent and be fair. My ideal layout of that NPC section would be a two page list of Templates (for a total of 30ish NPC examples) at most, plus some paragraphs explaining how the GM should act to keep it true to fiction, consistent to world demographics, and fair to players at the same time.
A note.
Agamemnon wrote:A Bestiary and some generic NPCs are one of those things that people expect a game to have (weren't you the one talking about the need for stats for horses and dogs?).
When I create something and establish it as a definite entity withing the rule-set I have to show how it works. Otherwise I should leave it out.
When the rules establish that 3 out of the 5 Classes get horses, and that there are different kinds of horses, one expects to see horses stats.
Greater Noble: Access to horses, even if they aren’t necessarily yours; Choice of a destrier, among other stuff.
Lower Nobles: Several horses; Choice of a courser, among other stuff.
High Freeman: A horse (rouncy or dray).
So, am I the only one who wonders what are the differences between destriers, coursers, rouncies, and drays rules-wise?
In this light to line that request on horse stats with NPC stats its kinda unfair. As for the rest, I think I really annoyed you, hence your reply about extremes. I said it above. I don't support any of it. I just act as a Devil's advocate. A most uncomfortable role.
Anyway, I think we misunderstood each other on that.