Nakamura Atsushi
Transfer
[M:1150]
Sociopath(n.) - a person with psychopathic, antisocial behavior, lacking moral responsbility
Posts: 52
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Post by Nakamura Atsushi on Jun 13, 2012 10:54:31 GMT -6
If we used NPCs in a thread, what is the limit we can use for their stats? And would that stat limit change depending on whether or not it was a storyline NPC?
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Post by Alistair Warden on Jun 13, 2012 11:52:51 GMT -6
Mkay so Sarah is letting me field this question. At the present there is no real format for personal NPCs although I'd like to get on that eventually. Something similar if not akin to 259's system I came up with but with less.... everything that made it so effing confusing. But again presently personal NPCs are a no-go statistically until I format something around stats. You can have them but they'll be statless, assume 10 in each stat until I get something up.
As for story-line NPCs I don't see a need to limit these characters statistically since in my mind they act as plot devicors and semi-quest characters. I'm not going to say to put a limit on them but be reasonable as far as inflating them if there is an abuse on this staff will crack down on them. Also you need all people in the thread to OKAY the use of your story-line NPC in a thread. In other words no limitations there just consideration of everyone else involved.
I think I covered everything.
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Nakamura Atsushi
Transfer
[M:1150]
Sociopath(n.) - a person with psychopathic, antisocial behavior, lacking moral responsbility
Posts: 52
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Post by Nakamura Atsushi on Jun 13, 2012 11:56:50 GMT -6
And what about average Joe's? As in, using Charisma to make NPCs do your work for you, that kind of thing. I mean, I got the 10 in each stat part, but is there a limit to the amount you can manipulate based on Charisma?
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Post by Alistair Warden on Jun 13, 2012 12:03:34 GMT -6
Well you gotta take into consideration that just because you have a higher charisma doesn't instigate mind-control. Ie' npc has 10 you have 30. "Do my homework" *goes to do so*
It has to be within reason. If your character manipulates, intimidates, etc etc as a means to controlling said NPC. If an NPC is argumentative or stubborn to certain things it may be more difficult but no real limitations, once again though there are certain things I doubt any NPC or people in general for that matter would do under duress.
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Nakamura Atsushi
Transfer
[M:1150]
Sociopath(n.) - a person with psychopathic, antisocial behavior, lacking moral responsbility
Posts: 52
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Post by Nakamura Atsushi on Jun 13, 2012 12:05:41 GMT -6
I'm not saying "You will do my bidding," I'm talking about getting people to act out and then instigating mob mentality. Mind control wasn't exactly what I was going for.
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Post by Alistair Warden on Jun 13, 2012 12:07:53 GMT -6
Well again it depends, I can't say for certain because different situations call for different reactions. You're not just going to step out and say "MOB!" and suddenly it forms.
Stereotypical things are usually a state of heightened panic. Most people wont give you two seconds if you say anything unless they are already in some sort of panic. Think risk to themselves.\ rather than a grad scheme
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Legion
Fresh Blood
[M:5150]
Posts: 580
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Post by Legion on Jun 13, 2012 12:11:06 GMT -6
I've always kinda made those random thread npcs have whatever stats I wanted, the ones that are one and done kinda npcs. As far as mob mentality goes, if you think that your dude could incite a riot I'd say go for it, good story thread, I've done it before.
And i've always kinda assumed that your average person has 1 in every stat, just as our character represent the small, apex clique of the school, usually. I dunno, I think that was Mikey's thing that I took from him and ran with it.
EDIT didn't know ryan had said anything
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Nakamura Atsushi
Transfer
[M:1150]
Sociopath(n.) - a person with psychopathic, antisocial behavior, lacking moral responsbility
Posts: 52
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Post by Nakamura Atsushi on Jun 13, 2012 12:13:00 GMT -6
Alright, I'll just go with being reasonable, then. Thanks for the info, brother man.
Patrick: That made sense. Thanks, too.
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