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275647 Posts in 27717 Topics by 4285 Members Latest Member: - Jason DAngelo Most online today: 82 - most online ever: 565 (October 17, 2020, 02:08:06 PM)
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Author Topic: Using the Proto-NPC's  (Read 1797 times)
Judd
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Posts: 1641

Please call me Judd.


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« on: May 05, 2005, 08:04:58 PM »

I haven't re-read the DitV rules in a while, so forgive me if this is spelled out

Alright, when an NPC makes an appearance I roll and get a blank stat block.

Then I assign the NPC's relationships and such to each stat.  

Do you assign the stats so that every one will come into play in the conflict at hand?

If a player wanted to climb a mountain, I'd do the same thing, assign a block of proto-NPC's stats and play the mountain as if it were an NPC the player was in conflict with.  I would only do this if climbing the mountain was some kind of meaningful struggle.  Otherwise, I'd just say, "Yeah, you're at the top of the mountain."
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Joshua A.C. Newman
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the glyphpress


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« Reply #1 on: May 05, 2005, 08:24:18 PM »

Judd, what I do is have a pile of proto-NPCs ready before play (as the rules state), then pick them in sequence when they show up in the story. The only editorial decision I make is to make sure the stats make sense. The town doctor needs Acuity, the bounty hunter needs Will, and so forth. Otherwise, they come off as implausible.

Traits I name as I go. They don't have many and I don't want to screw around with trying to get the conflict to go the way I'd need to to make the NPC's Traits come into play when the players are trying to direct the conflict somewhere else.
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the glyphpress's games are Shock: Social Science Fiction and Under the Bed.

I design books like Dogs in the Vineyard and The Mountain Witch.
Darren Hill
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Posts: 861


« Reply #2 on: May 05, 2005, 10:24:38 PM »

Quote from: Paka

Alright, when an NPC makes an appearance I roll and get a blank stat block.

Then I assign the NPC's relationships and such to each stat.  

Do you assign the stats so that every one will come into play in the conflict at hand?


The book suggests you create a bunch of six characters, at a time. Assign the stats to each of the characters, leave the trait names blank.
When the PCs interact with an NPC in a way that you need to give that NPC ratings, then pick whichever of the six characters fits best and start filling in traits.
When all six have been used, roll up a new character.

Quote
If a player wanted to climb a mountain, I'd do the same thing, assign a block of proto-NPC's stats and play the mountain as if it were an NPC the player was in conflict with.  I would only do this if climbing the mountain was some kind of meaningful struggle.  Otherwise, I'd just say, "Yeah, you're at the top of the mountain."

Neat idea.
The book does address situations like this with a statement something like, "if there's no obvious opposition, use a rating of 4d6." (I may be misremembering the actual roll, and it might say to add demonic influence on top.) But your way certainly looks fun.
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