Numenera Destiny introduces robust salvaging and crafting rules that let characters convert the remnants of the prior worlds into beneficial devices for exploring, building communities, or crafting structures, vehicles, cyphers, or even their own artifacts. The new crafting rules feature “recipes” that player characters (PCs) can acquire or develop, called plans. Each plan has a description of how resulting device will function.
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This is the third of three articles about quickly creating nonplayer character (NPC) personalities. You can find the first article here and the second article here. Sometimes you draw a blank when trying to think up an interesting trait for a person or character.
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MCG is on our End-of-Summer Break this week, so we’re bringing you a web article from the archives: Shanna Germain’s advice on running games for kids! This co-designer of No Thank You, Evil!
The post Running Games For Kids: Some Tips and Tricks appeared first on Monte Cook Games.
This is the second of three articles about quickly creating NPC personalities. You can find the first article here. An easy way to make a quick nonplayer character (NPC) memorable is to take a character trait and exaggerate it.
The post NPC Personalities on the Fly – Part 2 appeared first on Monte Cook Games.
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.
The post NPC Personalities on the Fly – Part 1 appeared first on Monte Cook Games.