Started by Reithan, January 17, 2008, 05:28:13 PM
Quote from: Charlie Gilb on January 17, 2008, 05:49:42 PMIs your community inter-connected at all?
Quote from: Charlie Gilb on January 17, 2008, 05:49:42 PMDoes each NPC ever deal with other NPC's the players have met?
Quote from: Charlie Gilb on January 17, 2008, 05:49:42 PMMost importantly, are their individual alliances and enemies ever demonstrated to the characters?
Quote from: Caldis on January 17, 2008, 08:02:19 PMA big question I'd ask is how are the player related to the community? Do they have family members, friends, lovers, occuptations, responsibilities, or are your characters mysterious strangers who've wandered into town? If they are strangers I think it becomes much harder to get a feeling of community. What you really want is something in the town that the players are invested in and that's harder to get if this isnt their town just a town.
Quote from: Filip Luszczyk on January 17, 2008, 08:53:58 PMHow prolonged is a typical instance of social interaction between the PCs and your NPCs?
Quote from: Filip Luszczyk on January 17, 2008, 08:53:58 PMThere is this shared information thing going on, but does it happens often that the PCs interact with more than one NPC at the same time? If so, are your NPCs generally acting as a group, or do they have conflicted opinions or the like?
Quote from: Filip Luszczyk on January 17, 2008, 08:53:58 PMDoes it often happen that an NPC casually approaches one or more of the PCs in order to talk about another NPC? Not necessarily in terms of allies/enemies and personal goals, but rather to talk about him or her as a person? I mean, even stuff like "Man, I'm so tired. I hardly slept last night. Bob was snoring so loud, and the walls are so thin..." or "Yuck, I so hate cooked gelatinous cube. I have no idea how Bob can munch it all the time!" or whatever?
Quote from: Filip Luszczyk on January 17, 2008, 08:53:58 PMFinally, an important thing - you say it feels like disconnected points, but what is the opinions of your players on this matter? Also, are they interested, as a group, in there being a sense of community in the game in the first place and ready to work actively to build it?
Quote from: Caldis on January 18, 2008, 10:11:36 AMI'm seeing a big disconnect between your stated goal and any actions on the part of the players to realizing that goal. In big model terms it looks like you are worried about certain aspects of color related to setting while they aren't all that interested and are looking to deal with situation and ignoring that color.
Quote from: Caldis on January 18, 2008, 10:11:36 AMYou might just be stuck in a typical rut where they feel it's them against the world and the town is a part of the world not a part of them. I wonder about character creation, how did they make their characters (I guess knowing what system you are using would help here)? Did you involve them in creating the town at all, connecting them to NPC's, fitting their backgrounds into the town? Do the characters have real lives or are they "adventurers"? Are they all originally from this town or are they wanderers who stopped by to take jobs in the town?
Quote from: Caldis on January 18, 2008, 10:11:36 AMIf your characters didnt start off connected to the town then it may just be a matter of time. They may slowly develop connections with things that are going on but at this point they may also be expecting that once they solve the problems going on here they will move on to bigger and better things, a new town with it's own people and problems, so why bother getting invested here.
Quote from: Caldis on January 18, 2008, 10:11:36 AMOne thing I noticed that may be causing some problems is the talk of superiors. This may just be my opinion and their may be ways around it but by having others there that are responsible for the situation then the players dont take that responsibility on themselves. If some NPC is in charge of defending the town and all he does is give the pc's orders on how they can help out then that mission is all they worry about. If on the other hand the pc's are in charge of defending the town and have to make decisions on how to do it then they will become invested in the town and it's survival.