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-   -   Any suggestions on adding Masks to RW? (http://forums.wolflair.com/showthread.php?t=58880)

Madmaxneo July 30th, 2017 12:27 PM

Any suggestions on adding Masks to RW?
 
I am in the process of adding the Masks book from Engine publishing to RW. In truth I wish I did not have to do this but I am not sure when the content market will be open, when exactly Masks will be available, and how much it will cost (I will not be paying full price for this PDF again).

So, has anyone here added Masks to their RW?
If so what section/category/container did you put it under and how did you organize it?

Right now the best place I can find for it is in the Characters category under the General Characters Article. I also want my players to have access to this for character inspiration.

Edit: Maybe I should move the container under Mechanics Sources instead, but a "General Characters Article" makes sense in a way....
What makes more sense to you all?

daplunk July 30th, 2017 03:41 PM

The way I've seen it done and the way I would do it would to be to put it in the World Almanac instead of the Mechanics. I'd personally create them as Individuals.

Parody July 30th, 2017 04:59 PM

In my Paranoia realm I have three levels of character Topics:
  1. Descriptions of a generic character type that could appear in any adventure. These specify a role and a sample personality or two but almost no stats: "Briefing Officers" are typically around Green Clearance, have antagonistic personalities, might have (list of Mutant Powers) and be a member of (list of Secret Societies), etc.
  2. More fully fleshed out NPCs with some specifics, mostly characters that appear in a single adventure but don't need full writeups: "Happy-G-MAN-3" is a briefing officer who sounds like a mafia goon, doesn't like his job, is a member of the Frankenstein Destroyers, etc.
  3. Fully written-up characters with details and character sheets, used for PCs and recurring NPCs.

My generic NPCs (#1 above) are instances of a custom Category and are contained under a Cast List Topic named (naturally) "Generic NPCs". These seem closest to the examples in the Masks sample PDF.

Madmaxneo July 30th, 2017 06:54 PM

Quote:

Originally Posted by daplunk (Post 253558)
The way I've seen it done and the way I would do it would to be to put it in the World Almanac instead of the Mechanics. I'd personally create them as Individuals.

Quote:

Originally Posted by Parody (Post 253564)
In my Paranoia realm I have three levels of character Topics:
  1. Descriptions of a generic character type that could appear in any adventure. These specify a role and a sample personality or two but almost no stats: "Briefing Officers" are typically around Green Clearance, have antagonistic personalities, might have (list of Mutant Powers) and be a member of (list of Secret Societies), etc.
  2. More fully fleshed out NPCs with some specifics, mostly characters that appear in a single adventure but don't need full writeups: "Happy-G-MAN-3" is a briefing officer who sounds like a mafia goon, doesn't like his job, is a member of the Frankenstein Destroyers, etc.
  3. Fully written-up characters with details and character sheets, used for PCs and recurring NPCs.

My generic NPCs (#1 above) are instances of a custom Category and are contained under a Cast List Topic named (naturally) "Generic NPCs". These seem closest to the examples in the Masks sample PDF.

I see your points in adding them as individuals as NPCs in my world which is a good idea. Butl the thing is there is much more to Masks than just NPCs. To me it is a list of ideas for inspiration to create NPCs and to inspire PCs for better backgrounds. I may put the core rules in the Mechanics Reference section and the characters as is in the World Almanac and have links corresponding to both.


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