| jhkimrpg ( @ 2006-01-13 10:28:00 |
| Entry tags: | dawn of fire, dnd |
NPCs in Post-Apocalyptic D&D
So more pondering on my post-apocalyptic D&D game... Specifically, I am pondering how to handle the supporting cast. For each PCs, I want there to be 2 or 3 NPC survivors who go with them -- who should almost all be weaker. The question is, how should I conceive and generate those characters?
So, by one method, the players would each designate and describe relationships for their PC -- like DNPCs in Champions or pre-bought Relationships in Dogs in the Vineyard. However, given the nature of the game, I am considering an alternate method which fits with how I am doing other aspects of the game.
I random-roll 3d6 attributes for (3 * the number of PCs) characters, and I allocate a fixed number of levels which the players can distribute among them. i.e. The four players look at the sheets, and can distribute 24 levels among the 12 characters, say. Probably they can also determine race and gender -- and maybe also name them (but I'm not sure about that). As GM, though, I get to freely make up the backgrounds and personalities for them all.
The logic here is that like the PCs, the NPCs begin as types. The players are familiar with them from having generated and chosen them -- i.e. "the 2nd level halfling Adept". However, I play them as real personalities and they are forced by circumstance into the PCs lives. One of the things which D&D3 in particular is good at is getting the PCs to set up defensive formations. I want to try to use that -- have vulnerable NPCs there on the battle mat for the PCs to protect in encounters. (EDIT: Not all at once, in general, but a few at a time.) In non-combat, I will play up all of their personalities, interactions, and so forth.
Am I crazy? It is radically different than how most narrative games have approached NPC generation, but it sounds good to me.