I kept thinking of myself, in a GM position, as some sort of supportive grandma shoulder-patting the characters on their adventures... so I felt like I lacked any idea how the world would react to them... but it hit me
I AM the NPCs... I AM the villain and the blacksmith and the whatever
I know the NPC thing may seem obvious, but now it feels so much easier... if I WERE those bandits or that shopkeep or librarian... I'd just act in the way that makes the most sense
instead of preparing reactions and plot hooks and whatnot a mile ahead
D&D felt very unimmersive to me as a GM, so it kind of kicked me out of thinking that I, too, am a player
and that I, too, get to RP and interact with stuff
@AlexMitan is it because in most D&D styles you're trying to drive characters towards a goal and you can't have NPCs who want to derail your own plot (not many at least)?
I also prepare some events, but I prepare those as back-up. My players will almost certainly send me in different directions. I'll prepare mechanics for NPCs, and not all of them will see use.
@Zachiel D&D DMs have a very different relationship to the game and the fellow players from a Fate GM to Fate and their players. You're up on a godlike pedestal and you're not allowed to descend into player territories, and you have to know all the things, etc.
@doppelgreener exactly... while I feel like I'm going to need something of a structure to help myself with NPCs or even GM reminders, I feel that the NPCs in Fate are much more human..so to speak
There are a good number of questions, especially from users new to the site, that get closed as too broad or opinion-based. This is a post we can link them to for more guidance than what comments can reasonably provide, and more focused than "read the help center". Feel free and add answers/tips ...
it felt like D&D NPCs are actual MMORPG NPCs with a set purpose and lines, and if it didn't fit the "campaign" then I'm screwed
I mean they even had a full mob card at the end of the book! How can I be that? What if I don't want to be that?
It dawned on me 20 minutes or so ago that as a GM I can actually BE a lot of cool things
The huge amount of mechanics kind of left my players cold, and the best moments were still the ones they crafted...
The dice added less of the game-driving, exciting tension, and more of the "oh god, I hope this sex scene doesn't get too explicit" kind of tension when you're watching a movie with your parents around
I don't ever really do a complete stat block for an NPC because theres no 100% chance that an NPC I'm going to be using is going to be used for a specific purpose
Give them a motivation, the means to acquire resources to fuel that motivation, and a reason why thats such a big thing for that NPC
For example, a Druggie has a motivation of getting more drugs, steals to fuel his habit, and is hopelessly addicted to amphetamines
If you have something like that you can predict how that NPC will react in all situations
Which is really all you need for good storytelling
The guard captain has a motivation to provide for and protect his family, trains daily to maintain his edge and keeps his equipment maintained, and only wants to live to make it home to his wife and children
The blacksmith seeks to hone his craft and make blades for the king, has recently been stagnating and producing shabby crafts, wants to work for a high station but doesn't want to put the work in to improve
If the PCs come to him and commission a sword, and he finds out that they have a connection to the king he might ask for them to put in a good word for him in exchange for the sword
I'll extract the key phrases from all of those, identify them as things (problems, motivations, potential ways to be swayed_
then reverse the process and make them into categories; rather than Making Swords for the king being a motivation, his motivation is that, and I can extrapolate
Seeks to hone his craft o motivation Make blades for the king o activity/lifestyle Recently been stagnating o situation / problem Wants a promotion o motivation - why Doesn’t want to put in the work o problem/explanation Comission a sword o what the players want from him Connection to the king o what he responds to Ask for them to put in a good word o what he wants from the players
What I got after the first step
I have a system now, and it comes into a neat acronym!
Motivation - hone his craft Activity - craft swords Reason - be promoted Situation - has been stagnating
Offers - well, swords Responds to - a connection to the king Expects - a good word
Get it? M.A.R.S. O.R.E.
Thank you very much, @Sandwich!
You are best sandwich!
Now the guardsman: Motivation - Provide for family Activity - Guard duty, training Reason - Keep the city safe Situation - Not much lately
Yeah, I usually find secondary characters work nice with just an extra touch. Apocalypse World's "characters aren't that complicated" + "Make them real" gets the same effect too
It was just something I was messing around with to maybe help with my first game... Sandwich here gave me a couple of short NPC descriptions, I copied them, highlighted the keywords, such as "makes swords" or "things have been stagnating", categorised them, then used the categories
Ah, ok. Right now I just started a Sorcerer game and I've been finding it's useful to have enough flags/levers but not so many it's hard to manage in play.
Burning Wheel does a scaling - PCs get 3-4 Beliefs, most NPCs only get 1.
I try to bring my prep as low as possible since my energy is at a premium these days.
I'm very into Fate, I'll have my game next week, it's not a prep-heavy game anyway, but multiple things can be compressed into an Aspect, as it usually should be
Yeah, I think it's more to do with the "neat toy!" factor when people first get into FATE or similar games. Because anything can be turned into an Aspect, they make a ton of them out of excitement and assume more = better play.
You can see people do the same thing with exception based rules when they make OSR style D&D classes or monsters
I'm too tired to try to concretely put my finger on a bulleted list of reasons why, but seeing freeform RP really opened up my eyes and helped me with stuff
Actual play examples can be helpful like that. :,D Granted, the kind of casual chat freeform I do may be a slightly better example of the kind of play you're likely to be doing in Fate. Generally with quicker, shorter posts, and live, of course. Sometimes a bit less formalized.
Naturally, that's why I'd imagine a system-based RPG by-post would be strange, where the resolution, rather than RP, not only takes quite a bit of time, but requires an immediate response and bargaining
Bargaining especially, in things like Fate
Either way, thank you :)
I'm really going to need to drive the point across that "the mechanics will come up when they need to", instead of "hold your dice close, I'll try to fast-forward to the next roll where something happens"
People actually do system-based games by post, but I've never done it myself. I definitely think for a system-based game that I wouldn't like it as much as real time. But for that type of freeform, where the collaborative writing aspect is important, forums are great.