This is a neat encapsulation of one way of developing NPCs. It’s not my personal preference - which is to start with those ‘objective’ physical descriptors and let every other trait emerge (for me as much as for the players) through interaction - you can read about my approach in my post ‘Death is Really Quite Dull’. I’d take issue only with one statement. In my experience, trying to give players any information ‘subtlely’ is a doomed endeavour. Hit them over the head with it like a mule being cracked over the skull with a plank. This is true even of players I really rate as being switched on at the table. There’s an entire post to be written about this topic.
While I understand that anyone has his view about the right way to ‘unfold an NPC’, I admit that you might be right about the way to ‘transfer’ pieces of info to players! It's not always as you are describing however I admit it could be the most common situation! Ahahahhh!😄
Making NPCs great and real people. I like this post.
This is a neat encapsulation of one way of developing NPCs. It’s not my personal preference - which is to start with those ‘objective’ physical descriptors and let every other trait emerge (for me as much as for the players) through interaction - you can read about my approach in my post ‘Death is Really Quite Dull’. I’d take issue only with one statement. In my experience, trying to give players any information ‘subtlely’ is a doomed endeavour. Hit them over the head with it like a mule being cracked over the skull with a plank. This is true even of players I really rate as being switched on at the table. There’s an entire post to be written about this topic.
Ahahahhh!😄
While I understand that anyone has his view about the right way to ‘unfold an NPC’, I admit that you might be right about the way to ‘transfer’ pieces of info to players! It's not always as you are describing however I admit it could be the most common situation! Ahahahhh!😄