If you’re a GM, you probably put a lot of work into significant nonplayer characters (NPCs) for your campaign. Prominent helpful characters who you expect to appear often (such as mentors for the player characters (PCs)) get well-defined personalities, mannerisms, and interesting descriptions because you know the players will be talking to those characters a lot. But players have a habit of taking a sharp left turn from where you expect them to go and end up talking to all sorts of NPCs that you haven’t given much thought to.
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Huawei Y9 (2019) è ufficiale, ma il prezzo resta un mistero
Monday October 01, 2018
Ve ne avevamo parlato nei giorni scorsi, visto che era comparso anche sul database del TENAA: oggi è arrivata l’ufficialità sul nuovo Huawei Y9 (2019), medio-gamma in piena regola dell’azienda cinese che potrebbe arrivare anche alle nostre latitudini: si attendono maggiori informazioni in tal senso dal produttore che, peraltro, non ha comunicato neppure i prezzi […]
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Designing for Surreality, Secrets, and a Supreme Experience
Tuesday October 23, 2018
When Monte first discussed Invisible Sun with everyone here at Monte Cook Games, three things stuck out to me that I felt would need to be reflected in the graphic and product design of the game: Invisible Sun is a game about secrets. Invisible Sun is surreal. The post Designing for Surreality, Secrets, and a […]
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