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Madmaxneo
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Join Date: May 2014
Posts: 203

Old July 30th, 2017, 05:54 PM
Quote:
Originally Posted by daplunk View Post
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 View Post
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.

GM of HARP, Rolemaster, Spacemaster, Dreamchaser, Savage Worlds, and a myriad of other not so well known systems.
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Mapping programs: CC3+, MapForge, Worldographer, Xara Photo and Graphic Designer 10.
Programming experience: Java and Javascript (Maptools and PDF programming).
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