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23:00
back to our original topic though -- how do I apply this when I only have control over one or two characters, not the ability to set up an entire world for the rest of the involved PCs?
and more importantly, how do I prevent myself from being excessively simulationistic in such a formulation?
(i.e. basing responses on details other players don't want to interact with)
WElll....
I don't quite understand what the game setup is
why can't you influence more than a handful of characters?\
@eimyr it's mostly-freeform RP within an online CRPG. that's why...
ok, what's the crpg?
@eimyr I'd rather not say because that's a big worm-can opener. suffice it to say that it's obscure enough that you probably haven't heard of it, and it's also quite incomplete and unbalanced mechanically speaking
If it's Lineage 2 I spent ages in it doing exactly that.
23:08
@eimyr negative.
Anyway. The way I always invented plots was to treat cahracters as devices
so I've had maybe 2 RP-only chars, which I've used as questgivers or whatever
@eimyr your own characters?
their past and motivations were quite obscure and they never belonged to any in-universe factinos
yes
though admittedly some were very low-level while pretending to be something else
alright, continue with your formulation -- I've done one or two questgiver-type things with chars in the past
but I've had one character which was the best character I've ever made and it was used only to set up relevant adventures and challenges for others
nah, that's too easy
what you're looking for are not questgivers
these characters are problems
say it's DnD and your co-players include a paladin and a druid
23:12
@eimyr ah.
you create a setpiece-character "questgiver" a dude who poisoned a lifewell in a forest
your dudes dispose of him and find a note where he lives and where the macguffin that has to be destroyed to restore the lifewell is
co-players find it and lo and behold this is the guy's ill daughter, which is only alive because of the stole lifewell power.
and that's where your real adventure begins
so, dilemmas
and the best thing about it? you don't have to do anything else
you can even log in as your regular character and participate
pretty much
tough decisions
your players will go out of their way to incorporate elements of the world into the quest
e.g. decide that maybe they can find the cure in X dungeon and then go run it
ooh, I have a really nasty idea for a villain
or maybe there is a flower in an inaccessible mountaintop
shoot, I love villain design
23:17
basically, someone who can "tie" the lifeforce of others to his own
cool
but you see what the idea is?
you don't introduce your characters as characters, but as devices to start the plot
yeah, I think so -- just start throwing dilemmas at the rest of the players and let them do the rest of the work
and then you throw them away (or not)
My best villain ever was created this way. It was a good friend and reliable companion but also a complete monster and sociopathic fiend
@eimyr yeah, character design is something I will admit I'm poor at because I don't really have a good handle on what makes normal people tick. :P
the guild he was part of was debating out-of-game about whether they should keep him or not, especially that his monster side only showed to certain people
23:35
as to that lifeforce-tie villain...I'm thinking he needs to tie the lifeforce of others to himself to stay alive, but it can slowly sap the lifeforce of those he ties to, and if someone kills or harms him, that is reflected to all his victims as well
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