On the Non-player Character
I'm A5 digest sized! |
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I'm putting it up for sale. What is it? Obviously it's about non-player characters, but like what's in it?
Well, the most interesting thing is that I believe I've uncovered a hidden social combat system within Dungeons & Dragons for over 30 years.
I also think I've navigated a method of resolving social situations via player skill, rather than by personal social skill or by character skill. This is really interesting because it ties into a long series of discussions over what you choose to roll for at the table. Of course interacting with non-player characters is one of those things you can actually do so there's no need to roll. But doing so, means that your interactions and their success or failure are based on your personal social skill - the skill you have as a human being at social interaction.
This is really a mechanical solution to provide objectivity for social interactions and relies on your ability to gather information and make intelligent choices (i.e. player skill) for success.
You know, and that's not even the majority of the book. There's also useful tables and systems for generating memorable and immediately gameable long term non-player characters. I worked very hard to insure that you would never get a result and think "How am I going to get that to come up during a game?!"
It works seamlessly with whatever version of the classic game you are playing. It doesn't require anything from your players other than what they do now. They continue to interact with the game world as they always have, but you simply have an objective, impartial method of resolving their actions. This means it eliminates Dungeon Master mind reading, "Mother may I?" play, and pixel bitching.
Players don't need to master any new skills - the player skills they have will work just fine. There's no chance for anyone to have a game-breaking diplomancer, but now an 18 Charisma can actually be useful in concrete specific ways, as much as an 18 Strength can be.
I'll be putting up various sections from the book over the coming week. If you're curious why I'm charging, read this here. As an update, we're over 10,400 downloads of Tricks, Empty Rooms & Basic Trap Design. The book is also available at Onebookshelf (RPGnow and DriveThruRPG) but is slightly more expensive there, due to their increased costs.
Buy it in Print at Lulu!
Buy it in .pdf at Lulu!
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