Levels of detail for NPC design

Status — Conjecture, mostly untested. I have a suspicion that “levels” aren’t the best way to go about most of this — perhaps a flat list (“do at least three of…”), or a set of conditional rules (“if they’re ostensibly an ally of a PC, then describe…”), would be better.

Context

I’m writing this for my Beyond the Forest games. Key properties:

  • Minimal rules complexity, characters are mechanically simple
  • The story emerges from PCs pursuing their Burning Wheel -style beliefs — there is no “plot”

The Levels

Level 1 — People that exist

Give them:

  • Name
  • Build point value
  • One descriptive thing

Level 2 — People that persist

Continue reading “Levels of detail for NPC design”

Smart prep and conceptual density

Some good articles I’ve read recently:

  • Joseph Manola observes that good setting and adventure materials have a kind of conceptual density that makes them novel yet cohesive.
  • Justin Alexander has written two articles about what he calls “smart prep”. I agree with just about everything in the first one; I think that’s true for the second one as well, but I feel like I need to process it some more.

Joseph is talking about using third-party sources, while Justin is talking about making your own material, but there is a common theme — support material that’s no better than the ideas you can improvise on the fly is a waste of time. It’s not just neutral — it’s actively bad.

Nuances on ignoring rules

For my posts Why Do RPG Players Ignore Rules? and What Do Rules Ever Do For Us?, there are some important nuances to bear in mind.

There are at least three different kinds of rules

  1. Rules as Written (RAW) — rules coming from a single game text (or a set of designed-to-be-coherent texts) that is written by someone outside the group
  2. House rules — explicitly agreed (or at least communicated) rules used in play. (These may be developed by the group, be cannibalised from other games, be syncretised from blogs …)
  3. Conventions — informal and implicit table conventions, habits, and norms

Continue reading “Nuances on ignoring rules”

Responding to Burning Wheel -style Beliefs

I’m using Burning Wheel -style Beliefs in two new campaigns, the first time I’ve done so in many years. I’m finding my tendency is to challenge them directly — to say “Even if this?” or “Is that really true?”. This can be powerful, but I suspect it could be frustrating for players if that’s all that I do.

Michael Prescott has a standard list of Belief-response tactics, of which the above (“undermining”) is only one. The original was on the BW forums; a revised version is in a free sample of the Burning Wheel Codex. In summary, the tactics are:

  • Validate — make circumstances such that the belief is fully deserved (their arch-enemy is indeed a monster; the rightful queen is indeed wise and kind)
  • Undermine — make circumstances such that their belief is unreasonable (their arch-enemy is a great guy; the rightful queen is a spoilt, vicious child)
  • Flip — switch from validation to undermining or v-v (their arch-enemy surrenders and promises to change his spots; the child queen shows signs of maturing Continue reading “Responding to Burning Wheel -style Beliefs”

Setting beliefs in the Burning Wheel style

Adam Koebel, in a video somewhere (early on in Roll20 Burning Wheel, I think), suggests you make your three beliefs be, in turn:

  1. About your past life
  2. About your current situation
  3. About another PC — how you relate to them

In StarCruiser, my main advice is that they should collectively be:

  • Resolveable in the space of the current arc
  • Things that will involve your PC with other PCs (even if only indirectly)
  • About things that you, the player, want to see in play

Paul Beakley, over on G+, presents his Best Practices for BW Beliefs (and Instincts, and Traits). They include  a list of what your Beliefs and Instincts should cover:

Continue reading “Setting beliefs in the Burning Wheel style”

HNN Laser Bulletin, Procyon sector, 2947:141

HEGEMONIC NEWS NETWORK — THE NEWS YOU KNOW TO TRUST

  • The 51st Legion have confirmed that the rumoured “blockade” of the Church of Stellar Flame’s cathedral ship in Iota was merely a large-scale military exercise. With the exercise completed, the ships involved have dispersed on to further, individual exercises throughout the sector.
  • House Malklaith have also conducted exercises this week, showing of a new anti-piracy task force composed of fast pursuit craft. House sources were tight-lipped in response to rumours about new engine technology, but one source commented “Now we can follow the pirates wherever they hide”.
  • Wildcat strikes and damage to machinery on Aleph, Warren, and the mining outpost SB-176 have led to the Guilds of Engineers, Counters and Starsmiths to make a joint plea to Governer Ritam Malklaith for “effective” anti-union legislation. In particular, they have asked for drastic action against the Cobalt Syndicate, which one guild source described as “little more than criminals”.

 

Real Accurate News, Procyon sector, 2947:132

FORGET HNN, HERE’S THE REAL NEWS IN 15 SECONDS:

  • The 51st Legion have blockaded the Church of Stellar Flame’s cathedral ship in its orbit around Iota. Good sources say the Church has the Aleph Key. Trusted insiders says Governor Ritam al’Malklaith ordered the blockade.
  • Meanwhile, a number of formerly-senior Legion officers have taken the hard way down from the Scorpio’s geostationary orbit of Aleph to the rocky planet below. Looks like there’s some house-cleaning going on.
  • While the cat’s distracted by other matters… The Ashen Knives have decapitated four major crime syndicates on Warren. They’re on their way to owning the black market throughout the Rin system. Does Malklaith care? Does he fuck.

REAL ACCURATE NEWS — NONE OF THE BULLSHIT

On-the-Fly Dungeon Generation Using The Perilous Wilds

The Dungeon World supplement The Perilous Wilds has an on-the-fly dungeon generator, which I use as part of Low-prep dungeons — a larval proposal. However, despite its CC-BY-SA licence, the text of that has not been available in a editable format. Until now. I have extracted the text of the dungeon generation system, converted it to Markdown, and put in online as a GitHub project.

If you just want to use, not to edit, you can download a basic PDF render of the text.

I’ve left some “see page XX” cross-references in the text, as I don’t know what best to do with them (other than pulling in text that they refer to). For now, I’ve replaced them with “CROSSREF”.

First Session Worksheet for Dungeon World

Following a discussion on Google+ , I’ve created a possible first session sheet for Dungeon World, in the vein of the Apocalypse World original. It’s based on a previous one by Jeremy Strandberg, and most of the names are from the Story Games Names Book.

The “Names” section is just an example – I’ve supplied the OpenDocument source file so you can put in your own setting-appropriate ones.

PDF version

ODG source file