tag:blogger.com,1999:blog-2513019539869706574.post8221011114672641739..comments2024-03-28T22:10:04.089+08:00Comments on Monsters and Manuals: The Knowledge EconomyUnknownnoreply@blogger.comBlogger2125tag:blogger.com,1999:blog-2513019539869706574.post-10679951731153720422013-09-13T15:54:24.673+08:002013-09-13T15:54:24.673+08:00Yes, that's pretty similar to what I usually d...Yes, that's pretty similar to what I usually do, although not systematised in that way. When I create major NPCs I generally come up with a role, a long-term motive, a short-term want or need, and then this usually suggest relationships with other NPCs and also information that they might want kept secret. After that I generally just keep a constant record of what the NPCs are up to and know, and this gradually gets deeper and more complex as time goes by. noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-48951650482692693412013-09-13T06:47:04.026+08:002013-09-13T06:47:04.026+08:00Sounds like you'd want to emphasise that speci...Sounds like you'd want to emphasise that specific link between knowledge, treasure and power then, creating this sort of thing:<br /><br />"Every powerful npc should have at least two secrets, things that can damage them, and things they want. Split each of these secrets in half, so you have things that are not incriminating on their own, but when combined, are significant.<br />When you want to give players information, decide which powerful npc is most likely to be known about by that character, and give the players one of those clues, or both if it seems reasonable that particular information source wouldn't have used it themselves"<br /><br />You could use the same principle for treasure locations, applied to the usual adventure hooks.Josh Wnoreply@blogger.com