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NPC and PC Connection Webs

Started by Thondor, August 29, 2016, 11:19:42 PM

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daniel_ream

Quote from: soltakss;916540However, we would never base a game around them or have them as a core mechanic. They are useful to show how PCs/NPCs react but are very hard to enforce or to hang rules off.

Look at how Smallville does it, then.  You may not like it, but it's an example of a "core mechanic" that works.
D&D is becoming Self-Referential.  It is no longer Setting Referential, where it takes references outside of itself. It is becoming like Ouroboros in its self-gleaning for tropes, no longer attached, let alone needing outside context.
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Elfdart

I've used something kinda like this for royal families and crime organizations. Mine end up looking more like family trees than webs though.
Jesus Fucking Christ, is this guy honestly that goddamned stupid? He can\'t understand the plot of a Star Wars film? We\'re not talking about "Rashomon" here, for fuck\'s sake. The plot is as linear as they come. If anything, the film tries too hard to fill in all the gaps. This guy must be a flaming retard.  --Mike Wong on Red Letter Moron\'s review of The Phantom Menace

RPGPundit

Quote from: Thondor;917520I would argue (at least in my case) that this sort of thing really isn't for the GM. It's for the players to establish connections to each other, and to NPCs and organizations that you deem to be "important."
Its a good way to get buy in from players because they feel like you are making them a part of the world - and it gives them some agency in how they are part of the world.

I've found that it helps inspired more nuanced play.

It's the role of players to do that toward the NPCs and toward each other.

It's the GM's role to do that with the NPCs toward the player characters and to each other.
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Thondor

Thought I replied to this a while back.

One of the advantages I find to this sort of "connection web" technique is that it makes it feel like the games is starting "in the middle of things." Most of the stories I find most enjoyable to read start "in the middle of things" and feel like there is plenty that has happened before the story gets started. If you can do it well in your RPG this adds versimilitude.

It allows PCs to tie their backstory directly into the backstory of the campaign, and as GM this gives me more ideas.

tenbones

Well that's the point. It's very rare that a game whiffs a PC into place free of context of the setting. It's certainly possible - like in D&D you could have your PC's accidentally launched into Spelljammer.

But the idea is that all backgrounds serve the point of putting the characters in the middle of some kind of setting narrative-context. The more context you provide, the more gaming fodder to munch on.