NPCs and Organizations.json 2.9 KB

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  11. "markdown": "<title level=\"1\" right=\"Rules\">[NPCs and Organizations](/Rules.aspx?ID=967)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 45</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nAllied, neutral, and adversarial NPCs and organizations can all contribute to the theme. You’ll want most to follow the theme directly, like the examples in [Threats](/Rules.aspx?ID=959). However, you can add a few counterpoints to the theme. For example, a horror game might include one or two NPCs who are more hopeful, either to grant respite from the dread or to kill off to show just how bad things are. Including NPCs who aren’t adversaries makes the world feel more real. It also increases the stakes, as PCs have people to care about, protect, and socialize with. You’ll often find that NPCs you create will become more or less important than you expected. You can “demote” an NPC if the players don’t find them interesting or “promote” them if the PCs like them more than expected.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>",
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  34. "text": " NPCs and Organizations Source Gamemastery Guide pg. 45 Allied, neutral, and adversarial NPCs and organizations can all contribute to the theme. You’ll want most to follow the theme directly, like the examples in Threats. However, you can add a few counterpoints to the theme. For example, a horror game might include one or two NPCs who are more hopeful, either to grant respite from the dread or to kill off to show just how bad things are. Including NPCs who aren’t adversaries makes the world feel more real. It also increases the stakes, as PCs have people to care about, protect, and socialize with. You’ll often find that NPCs you create will become more or less important than you expected. You can “demote” an NPC if the players don’t find them interesting or “promote” them if the PCs like them more than expected. ",
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