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Started by Arturo G., January 04, 2006, 08:04:49 PM
Quote from: Arturo G. on January 04, 2006, 08:04:49 PMI have noticed that most towns have some characters involved with sins or sorcery who want the same thing: "to keep the Dogs away" (or something equivalent). I think I have a terrible burden due to playing classical "investigation" games (Call of Cthulhu and so). Thus, I'm making the mistake of "overprotecting" those NPCs. Sometimes avoiding them to appear too early, or diverting the attention from them. Sometimes making them look very normal normal, or lying very well, confunding the dogs. Of course these kind of actions work against the enjoyment. The players get distracted from which is important, leading to some dull play before they come back to that NPCs.I know that I should proactively show the town troubles to the Dogs, but I don't have the feeling that sorcerers should be discovered as soon as approached. As soon as the Dogs begin to ask them questions they will notice something strange and immediately it goes to a conflict where everything is revealed. Specifically in the case of sorcery, if that sorcery is the main focus of the town (as in the third example), the play may easily end with some quick killings, with the players not understanding too much about the original situation except that they have killed some sorcerers and the town is clean.Please, some advice?Arturo
QuoteThe session is far from over when the bodies hit the dust.
Quotea) have the character employ misdirection, making the Dogs think that the problem is over there, not with them.b) have the character send some one else to keep the Dogs away from the first character.c) have the character run and hide.d) have the character walk right up to the Dogs, the first person they meet in the town, and give them just enough dirt on the other people that the Dogs run off to "investigate" the leads.
QuoteNow here I have a question - I see DitV as about player choice, and those moral choices drive the story. Yes the bad guys try to hide, and yes they use all kinds of subterfuge, but don't make them too successful at it, or as you rightly suggest the players get stymied an go off chasing red herrings. Make them see that killing the Sorcerers will have repercussions, and will not solve the bigger picture maybe, by your description? Or let them feel clever and blow them away. Its not an elegant solution, and will leave much left to do, or undo. Finding the big bad guy is NOT the aim of the game as I read it, so I'd go with it, and just step back. The session is far from over when the bodies hit the dust.
QuoteAnother option is to give the players a town that doesn't have a big bad. Quoting myself from this thread:I ran a town a little while back that went from Pride all the way up to sin. I can't remember the exact details, but it was something to do with corn liquor. I think the pride was "I deserve a little relaxing after a long day's work" or something similar.
QuoteAlso, for those NPCs have it so that when the Dogs question or otherwise interact with them, throw up a conflict at them with some Stakes like "Do the Dogs leave the NPC alone?" or something similar ("Do I convince the Dogs that Br.Jacob is a Sinner?", maybe).
QuoteNow this conflict should tag to the players that this NPC is interesting, but the character has done their damnest (as shown by the Conflict) to keep the Dogs away, and hence follow their motivations.
Quote from: lumpley on January 05, 2006, 03:15:11 PMYeah.How do you play an NPC who wants to keep the Dogs away? You play her as someone who is absolutely bound to fail. You show a cold authorial disregard for her wants and needs. You launch conflicts that she'd really, really wish you wouldn't even launch. You say "there's nobody interesting at all in the meetinghouse, just a bunch of praying Faithful. One of them is Sister Maybeth, she looks just like all the others in every way, but man ALIVE does she hope you don't notice her." You say "you walk into the circle of people standing around the gallows. Conflict! What's at stake is, does Brother Ephraim accidently catch your notice, like he's trying so hard not to?"Then you have them scream at the Dogs to go away and mind their own business, shoot at the Dogs, lie to the Dogs, and just generally put themselves squarely in the Dogs' field of vision.-Vincent
QuoteFirst off, the NPC whose sole objective is to eject the protagonists from the relationship map is a problematic NPC, with one foot in a not-so-narrativist "prove to me you're a protagonist" GM mindset, rather than a presumption of protagonism mindset. They're characters with triggers, vague and unengaging until the trigger is found, forcing players into blind hunt-for-the-trigger play, and if/when they're found out they explode like cornered rats. There isn't a lot of watchability to that story, so personally I no longer create these kinds of NPCs. What you want are NPCs who can interact with the protagonists and be unfolded to the interest of the audience of players by those interactions.