Blurring the line

Duke Frost said:
On the other hand, this reflects real life, and what was real life in medieval times pretty accurately. People who have gained status in the community get treated better and even with favoritism by the law.

That's it right there.
Once had an NPC, a powerful Druid who came into town looking for his PC apprentice. Not being well liked by the head of the town guard over a "confiscated" magic item, the Druid was threatened, assaulted and killed for having the nerve to sit in the tavern.

Reverse that scenario, a couple of PC's wander into a strange town, the same happens? You'd have a bloodbath, and the PC's usually get away with no repercussions.

It's the perks of adventuring and saving the kingdom multiple times, rescuing damsals, retrieving the royal backscratcher, etc.
 
Silverharp said:
Duke Frost said:
On the other hand, this reflects real life, and what was real life in medieval times pretty accurately. People who have gained status in the community get treated better and even with favoritism by the law.

That's it right there.
Once had an NPC, a powerful Druid who came into town looking for his PC apprentice. Not being well liked by the head of the town guard over a "confiscated" magic item, the Druid was threatened, assaulted and killed for having the nerve to sit in the tavern.

Reverse that scenario, a couple of PC's wander into a strange town, the same happens? You'd have a bloodbath, and the PC's usually get away with no repercussions.

It's the perks of adventuring and saving the kingdom multiple times, rescuing damsals, retrieving the royal backscratcher, etc.

I'd put it more down to being the perks of the team running the game not wanting to deal with customer service complaints.
 
Duke Frost said:
Now, if the NPCs are rich and powerful...that should be taken into account too. But a lot of the NPCs will be treated differently than adventurers because of their IG place in the established society.

Scott

Yes, I agree -- didn't mean to imply otherwise. But those are IG reasons. What I was referring to was mostly a metagaming type of response we'd sometimes get from players. (that is mostly absent these days fortunately).
 
Silverharp said:
Reverse that scenario, a couple of PC's wander into a strange town, the same happens? You'd have a bloodbath, and the PC's usually get away with no repercussions.

It's the perks of adventuring and saving the kingdom multiple times, rescuing damsals, retrieving the royal backscratcher, etc.

In the event I referenced earlier there was one law in the land the players were in. You don't mess with the "bosses" or their captains. A PC killed one of the captains whom he believed to be a necromancer. At least two PCs were executed as accomplices by the NPC authorities. So it has happened, at least in our chapter.

There are also NPCs that the PCs would defend/obey/take the side of over other PCs in our chapter. Just not every NPC that rolls in.

Scott
 
Duke Frost said:
In the event I referenced earlier there was one law in the land the players were in. You don't mess with the "bosses" or their captains. A PC killed one of the captains whom he believed to be a necromancer. At least two PCs were executed as accomplices by the NPC authorities. So it has happened, at least in our chapter.

There are also NPCs that the PCs would defend/obey/take the side of over other PCs in our chapter. Just not every NPC that rolls in.

Scott
See, and I LOVE events like that. You know that there's going to be repercussions, you know that you have to think and not just go all stabbity on everything that moves or you could end up on a pike somewhere.
 
There are plenty of NPCs in OR my PC would risk life and limb to protect (Lodr Gyr for instance) and there are plenty of NPCs he would like to see "lost" in the woods. Then again, the same is true for the PCs. :yes:
 
evi1r0n said:
...and there are plenty of NPCs he would like to see "lost" in the woods.

Why do I have the feeling this is aimed at me?

Having NPC's that return and build relationships with the players definitely helps with players treating them more like PC's. It also helps world building and establishing that "this is Landfall" versus "this is a town you've been in dozens of times, yet you've never met the same local twice." We have players who spend their entire downtimes helping out at NPC farms, teaching townies skills, visiting with the townies, trying to woo them and more. Plus, it gives your NPC's something to work with, we allow our NPC Guild Members to have input on their townies and what they would like to do in between events. Also, knowing the character will be around allows the NPC to customize their costuming which enhances the IG atmosphere-one NPC whose townie is a dandy tailor has made some awesome hats for his character.
 
Fearless Leader said:
In Ashbury, we have encouraged all NPCs to create a recurring town character ("I'm Billibob the Farmer!") that they can play whenever they want to go to the tavern for a snack or something, and also for hooks. It adds quite a nice feeling to the game atmosphere... I assume and hope other chapters are doing the same thing!
I believe this works best when taken on from the plot side of things, rather than created out of thin air (not saying that's what you're doing, just commenting). I believe that in order to integrate the NPC-character into the world in a meaningful, supported, and consistent way, it needs to be written into the world, rather than necessarily created by the NPC.

Something we did when we started the Landfall campaign was work hard on creating as many recurring NPCs as possible. We have a pretty static number of farmers in the community, a certain number of soldiers available to the town's head noble, and a few oddball characters like merchants and the like. When our plot team meets, we have one member whose primary job is to figure out what all of these characters have been doing between events. We take input from our NPCs as well as our notes and the direction we'd like to see the event go, and then a week before the event, we meet with our dedicated NPCs (our "Guildees") and run them through the upcoming event flow and their NPCs. In NPC camp, we have write-ups for all of our NPCs - the bad guys (the Harkonnians) have a culture packet available which our Guildees are read up on, and we provide a "here's why you'd be near the town this weekend" write-up. We have individualized townie write-ups about a paragraph or two each relating how the townfolk NPCs (all Guildees) have been doing, i.e. "Bob the Cow Farmer - Business has been going well, you've just returned from the town of Shade's Pass where the annual cattle convention was held. Between securing a recent prime stock and nightly stops by the trade tavern, you managed to come out ahead. Feel free to brag about how you expect good things in the coming years, etc." "Myrtle the Rutabaga farmer - Things have been okay, the PC Sir Bramus taught you how to wield a staff in order to fend off the giant killer bees if they return. However, Bob the Cow Farmer has been letting his cattle graze too close to your rutabagas, and the southern plot has been trampled time and again. You'd confront him directly, but last time you complained, he threatened to pound you something fierce."

That allows for the two NPCs to interact in a meaningful way both with the PCs and each other - Myrtle might buy Bramus a drink in the tavern, or even try and get someone to talk to Bob on their behalf. We have all sorts of little mini-stories going on, like a secret admirer who makes baked goods for the object of their affection and gets the players involved in helping deliver the goods, etc.

We also have write-ups for ad-hoc NPCs - i.e. "Sailors - if you're playing a sailor who just came into town, this is the news you bring from the mainland: <blah>. The going was rough, the Harkonnian patrols have harried many of your fellow sailors on other ships, it was just by luck and a touch of prudent cowardice that your captain was able to make it through." "Soldiers - write down your name in one of the lists of local militia units, no more than four people per unit. Unit A - you've come in from patrolling the northern ridge for the past month. You saw lots of Greylings, but a surprising lack of Land Sharks, unusual based on what you experienced last year."

We encourage our NPCs to talk with one another in Monster Camp about what they experienced that event, and have followed Seattle's lead with giving each of our NPCs a mini-steno pad to take notes on about what they did, what they experienced, who they saw doing stuff, etc. Sometimes we write events that showcase a particular NPC in some fashion, such as an event where our local pecan farmer found a genie bottle and the chaos that ensued, or we script out specific little moments for them to play, such as an interaction between our local town noble and his aunt who happens to be visiting from back home. PCs paying attention to these sorts of interactions have always had a leg up when it comes to solving certain interactions.

We place a premium on consistency, pushing hard to make sure our volunteers are all on the same page, so that when we're inconsistent, it matters. We minimize the "oh, that NPC just didn't know about this other thing that is going on" factor, and it becomes "Hey, that guy just said that Shade's Pass was a quiet, small town, but when I spoke to Bob, he was going on about the big cattle convention. I think that guy might be a spy!".

It's not a small amount of work - I boggle at the way my wife can handle all that writing and her fourth year at medical school at the same time. But I think it pays off in big dividends, both overt and not-so. We generally get a 2:1 PC:NPC ratio or better, which I'm given to understand is pretty good (though, I really really want to push for 1:1... what can I say, I'm greedy. :) ). Our PCs seem to really enjoy it, and our NPCs really start to care about the characters they're playing. The line for who is what isn't necessarily blurred, but the line of whom you should care about definitely is.
 
zehnyu said:
In looking at Gilwing's post in the "Characters after Permanent Death" thread, it got me thinking.

I know for me, at least, whenever I meet an NPC townie, I usually treat them the same (or better) than any other adventurer. (It's dangerous, would you like an escort? etc etc..) As an NPC, I try to make sure to interact with players based on the stat card/idea (obviously, there is limited things you can do with mindless undead, but every groan helps :) )

What can we do as players and plot to 'blur' the in game line between NPCs and PCs to make the world feel a little more real?

(Positive feedback only please)

-Ali

Treat every character as your character would, and forget the "non-player" bit. They're all characters. Likewise, treat every character as if it was your own, even if you're playing them by someone else's script.

My personal favorite method are recurring NPC's- even "townie" ones. ESPECIALLY townie ones. Write the player's name on the stat card. Keep it after they come back, if they aren't killed or something. Write what they wore on it. The next time they come back to an event to NPC, give them the card back, get them dressed appropriately and send them out again. NPC's can be familiar faces regardless of whether they're a peasant or the Duke.
 
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