View Single Post
rob
Senior Member
Lone Wolf Staff
 
Join Date: May 2005
Posts: 8,232

Old March 6th, 2020, 11:40 AM
Quote:
Originally Posted by nightpanda2810 View Post
Can we change the default to NOT unique? Find it a bit tedious needing to edit everything I add. Better yet, a checkbox next to the "create character" button to enable unique if that's what you need.
Your request is a bit worrisome, since either we've completely overlooked an important use-case scenario or there's some confusion with how things are assumed to be used. Whichever way it is, we need to make some changes.

So...

The assumption is that "global" cast members are primarily going to be individual NPCs that the party runs into on a recurring basis. For example, the BBEG, his lieutenants, the people that run the world (e.g. nobles), the local merchants (if you opt to spec them all out), etc. Each of those is assumed to a "unique" individual.

There are also generic townsfolk that you might want to prepare for re-use, such as bar patrons, beggars, guards, bandits, and the like. Those would NOT be unique, but our assumption is that those are much less frequent than the unique NPCs.

Cast members that only appear within a single scene are assumed to be created solely within the context of the appropriate script - as "local" NPCs. They're only used once, so they don't need to clutter up the reusable "global" pool.

Now that I've hopefully clarified what our assumptions were, please explain how you're actually striving to use CT. Either we need to better explain the above model or we need to better understand what you're doing so we can make appropriate changes to accommodate the unexpected usage pattern. Or both.

Thanks!
rob is offline   #9 Reply With Quote