> It seems to me that Ian is saying that his campaigns
> consist of a set
> of NPCs, many of whom are designed in advance.
> Because his campaigns
> are often of relatively short length, and eventually
> reach a natural
> conclusion, this is not so hard to achieve as it
> would be in an indefinite, ongoing campaign.
Ah! Yes, in that context, the advice makes much more sense. Shame, it means I won't be able to pinch his ideas :(
> When he does adapt a scenario, he
> replaces many of the key NPCs with established NPCs
> from his campaign.
(nods). Yes, this helps, if it can be done. There isn't always a close enough match, but it's something to aim for.
> So, at char-gen, you know what NPCs will be involved
> in the campaign
You know, I don't think I've ever played in a campaign like that, much less run one. It must take a lot of advance planning, and much more predictable PCs than I'm used to.
> Plus, he's relatively lenient in allowing
> new relationships
> to be created in play, which helps.
I take it that's relative to the "norm", rather than relative to what I get up to?
> At least, that's my reading of it.
And one that makes a lot of sense - thanks. Maybe once he's back he can elaborate.
Powered by hypermail