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- This series of videos is about the ways that dungeons and dragons is
- different than video games. and how you as a player or dungeon master can
- take advantage of them to get the fullest enjoyment out of this game. In my
- languare I will address you as if you were the dungeon master because that
- is the role I normally play, but the things have have to say are just as
- useful for players as well. Although the diferences are many, I have
- selected five of which I would like to focus on: Npcs have exactly as much
- depth as the players ask for, Problems don't come with solutions, the
- players actions have consequences, the world moves without the players, and
- that enemies are people too. My name is Ed Womble and I like games and I
- like story telling, I hope that I can help you to enjoy both more.
- All the world’s a stage, And all the men and women merely players;
- They have their exits and their entrances; And one man in his time plays
- many parts. Well dungeons and dragons is a game and all who are inside is a
- character. the inn and the innkeeper, the evil archwizard and their goblin
- minions. every person in the town and the town itself are all characetrs.
- In video games a townsperson will have a handful of dialog options, or draw
- from a pool of a few generic responses to being clicked on. the big villian
- has a speech and the goblins stand still waiting for the player to come near
- so they can fight to the death. In dungeons and dragons everyone is a fully
- fleshed out person who has lived a full life and will continue to live their
- life after the players leave. they have unique experiences and will react
- dynamically to the players interfereance in their lives. This is dungeons
- and dragons bigest strength and the reason I love it, every single character
- has exactly as much depth as the players want them to have.
- To go into detail on that point, you and your players are looking at
- a table of dice and snacks or at a computer screen yet they are seeing the
- very real world you have made together. you could have a map made in as
- much detail as you want, but you are never going to get every single house
- and every person walking the streets. and as much as you want to prepare
- trade routes or royal families or history or anything about the characters
- in your game the players will always decide who is important. just by
- saying "I stop someone on the street to ask them a question," your player
- has created and npc. when a player asks an npc "where are you from" they
- have given that character a home town. if you decided that the innkeeper is
- named george and is cheating on his wife, helga, with the baker, monica,
- because monica is the only person who understands his secret passion for
- dance that he developed when he was a kid in baulders gate and a troop of
- bards saved him from a warerat attack, well thats adorable but if the
- players never ask george about himself then does any of that really matter?
- My point is that although the dungeon master builds the world, the players
- decide what gets built.
- Let me start giving advice because I tend to ramble when i'm just
- explaining things. As a dungeon master you shouldn't fight the players
- control of the game, it's their game too, they outnumber you, just go with
- it. the game will be more enguaging for everyone if the characters that get
- fleshed out are the ones the players care about. Starting with towns and
- settigns, what I like to do is keep a basic frame work on what happens in a
- town or dungeon or whatever setting, something like, this town is near the
- coast so it has a dock and it sees a lot of travel so they have a lot of
- inns and taverns and they see a lot of adventurers so there are buisness
- that cater to them and people with quests might come here. thats all simple
- enough and it's enough to answer most questions the players would have like
- "where can I get a drink" "is there any work to do?" or "can someone repair
- the guide shoot on my travel sized trebuchet?" the answers would be "there
- are several taverns to choose from", "very likely", and "not likely, there
- don't seem to be any siege workshops in this town at all." theres no reason
- to overplan. your players for the most part will know what they are looking
- for so they will tell you what is important.
- Next you have npcs. First you need a list of names. I like to use
- behindthename.com/random. you can roll a few of those in advance and have
- them ready to go or roll on the fly. Next you need a reason for this npc to
- exist. Npcs exist to accomplish a goal, either yours or a players. if a
- player wants a drink then an npc can exist to serve them that drink, if they
- want information then someone can give them that. if you want the players
- to go on a quest, then an npc can exist to give them that quest. for most
- things keep it simple. last you need a personality, and you don't need much
- to make a convincing character as you are already a living breathing human.
- all it takes is a voice, or a quirk, or an anicdote and sudenly they are a
- full believable person. so have a few of those prepared as well. let's
- knock out a few examples real quick. A player wants a drink and a room for
- the night. enter walter hermansen the innkeeper, hes very short so he has
- to use a step ladder to serve customers at the bar. Next I want the players
- to run through the zombie encounter I made. enter nanda sarkozy, an
- undertaker loudly complaining to anyone who will listen that he is going to
- starve because bodies keep digging themselves up and hes to honorable to
- colect on a job only partway done. last one that player with their broken
- portable trebuchet. Lets have Akantha Seres, a gnome of the town guard,
- nerd out over it and tell them about where they can get it repaired in the
- capital city or wherever the military is.
- congradulations, as far as your players are concerned your world is
- now densly packed with rich and flavorful npcs and all you have is a list of
- names and quirks. The last thing you need to do is just to give the players
- as much back story as they ask for. when they meet an npc they like they
- will want to get to know them better and in that moment just go with it and
- anser their questions with the first thing that comes to mind that makes any
- sense at all for that character. it wont be effort wasted, because once the
- players get to like an npc then use them as much as possible. the players
- will appreciate their favorite character showing up more often and it's
- fewer characters you need to come up with.
- The only complication I have had with this method is if there is a
- character I liked that the players didn't or a character the players like
- that I don't. All complications are oprotunities though. maybe that
- character everyone loved was putting up a facad and they are secretly behind
- the entire plot! as long as you keep the betrayl infrequent, like at most
- one in ten npcs, it's perfectly find to pull one over on the players like
- that. If one of your characters doesn't land with the players like you
- hoped they would take it as a learning experience. theres no shame in
- trying them again later or as someone slightly different.
- to conclude, as long as your players are open minded and know what
- they want it is easy to give them exactly as much depth as they want just by
- staying open yourself. some players only want town to offload treasure and
- take a long rest, some players want to talk up the innkeeper about possible
- new adventures and backstory to the region, some players want to start an
- underground pillow fighting league and hire whores to fight in it. all are
- perfectly valid ways to play and those all being possible are what makes D&D
- great.
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