Long-time role-player. Translator of old German folk tales.

Main Mastodon account where I share German folk tales is @juergen_hubert@mementomori.social.

  • 20 Posts
  • 21 Comments
Joined 1 year ago
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Cake day: January 21st, 2025

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  • I wish that someone had warned me that one of the most important aspects for picking a system to run is how difficult or complex it is to create NPCs or monsters.

    I ran D&D 3.X for a time, which… wasn’t great for that.

    Then I ran Exalted 1E and 2E, which were worse.

    These days I mostly run D&D 5E, which is (a) vastly simpler when it comes to NPC prep, and (b) has so many stat blocks in both official and unofficial sources that I rarely need to come up with something custom.

    A honorable mention goes out to GURPS, which is actually pretty easy to run for once you know what you are doing - first you need to keep in mind that “character points” are mostly for player characters, and can be ignored for NPCs for the most part. Then you also need to keep in mind not do overdo it with defensive stats, or else combat will get bogged down and boring.


  • The author isn’t wrong, and such issues are worth thinking about when either running campaigns or doing #ttrpg worldbuilding. At the very least, dungeon inhabitants tend to be people or creature who live in this marginal environment because they were pushed away from more fertile regions (such as the fertile surface lands typically inhabited by player character ancestries).

    Even if you do use some of this default structure, it’s worth introducing some scenes and elements that could make the PCs (and the players) think: “Hold on, are we actually the good guys here?”

















  • I 100% understand any culture I make up, definitionally.

    If true, that’s very impressive indeed. Every custom, every belief, every fashion, every turn of speech? I study folklore - “culture” is a many-headed beast, and fractal.

    I doubt that even Professor Tolkien truly understood the cultures of Middle-Earth “100%”.

    In many cases, the player characters are themselves unfamiliar with that culture, in which case any mystery, mistakes, miscommunications etc are valuable in-character roleplay. And when the PCs *would *be familiar with a relevant aspect of a given culture, you can simply tell them that detail, no need to loredump everything.

    I do believe that player should be able to gain a basic understanding of the cultures their characters come from. The question is how much information can they get, and process?

    As an example, consider Glorantha with its many intricate cultures. The players don’t need to know everything about the setting - indeed, it is so complex that few people have even read the majority of the source material. However, it is essential that they understand what their home culture believes, and how members of that culture expect the characters to act.