If you don’t write a plot, what actually drives the events in your game?
Pat and Che talk about running games with no plot. Instead, they prepare situations, full of people who want things.
Che describes the HârnWorld game he’s setting up for his school club: a village at a river crossing, where a gang of bullies charge a toll and the mercenaries in the fort won’t let anyone in. He admits he used to be afraid of running NPCs. He also looks back at the moment in Karameikos when the innkeeper Yuri sat down and wept over his murdered son’s toy, and the table went silent.
Pat unpacks Commander Mav'rick, a Star Trek NPC who went from smarmy to sinister over a single game of poker. From there, they get into casting NPCs from history, film and literature – Phil Sheridan, Peter Lorre, Alain Delon – and why casting against type might be fun to try. They look at how factions and a timeline turned one terrorist bombing (in Star Trek) into a dozen new agendas, and whether it’s really true that GMs never get to role-play. Pat finishes with a simple GURPS trick for finding one face in a cast of thousands.
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THANKS:
Jon from Tale of the Manticore for the music:
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