reversia.ch says:
That is interesting. My approach so far has been to first create/pick/adapt all/most important NPCs and then work out what these characters are up to - what plot threads are they involved in, what ideas they hold and if they belong to any group/agenda. So kinda working backwards.
What I described was the minimum I'd recommend doing (most important parties, imo, no stats - which clearly needs to come along eventually, etc). But I don't see the result of what you describe as being particularly different from a relationship web.
The components of the web (motivations and views of each other/relationships) tell you a lot about what each group (the Cam Court, each clan, etc) might be up to.
And without further definition (which can take a lot of work to develop), I would rely heavily on clan tropes and stereotypes draped upon the "bones" or scaffolding of the web to define "ideas they hold" and groups and agendas and things. There's little value in me re-inventing/working things that are already established by the greater lore, I'll use that work as much as I can.
A web is maybe kind of like the difference between "writing a plot" and "writing a situation".
A relationship web gives you a broad situation for them to play around in, and a framework to adapt the story to whatever they choose to do with that.
Writing out specific plot threads only gives you plot threads. What happens when the threads snap?
That's the hope/idea/philosophy for me, the execution may not be so smooth ofc.
Quote:
Do you have any particular approach to the random NPCs that players sometimes (often?) end up dragging into the fray? Do you keep a few generalized templates for such events or just improvise on the spot?
Good question. I'm maybe not 100% sure what you're referencing, but the most common NPCs that players tend to drag into the story are those associated with Backgrounds, right?
And I probably tend to view and handle those very mechanically.
In that; I'm not going to "write them into" the story. That's the players job right? They're certainly their, somewhere, commensurate to the number of dots that were allocated to them, but they're living their own (un)lives, telling their own stories, and they only come into ours as the resource that they represent. The player will get the value (and narrative) out of them such as is demanded by, again, the dots allocated to them.
But they're not going to be ever present, or an integral part of the story (unless ofc that is what their dot allocation demands - Retainer). Often un-statted - they are the stat. They're like an ability or attribute, they come into play when the character calls them into play, the player rolls the dice they represent, and the player gets out of them the XP they have invested in them.
🤷
If you're talking about more narrative-based ones ("
I'm a vampire now, but my mom still lives in this city. I go to visit her sometimes.")? Yea, those can just stay narrative, until they can't, then yea, probably improvise any dice pools needed. Not even on a attribute/ability basis, just: "
oh yea, mom has probably just 4 dice in that"...