Glossary of Terms: Difference between revisions
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A Non-Player Character (or NPC) is any non-[[Monster]] interactive being 'in-game'. The classic NPC is the surly blacksmith, smarmy shop-keep, winsome barmaid, or smiling tavernkeeper. IE, other 'people' in the game-universe who need to exist for the story to move forward, but whom the players do not control. | A Non-Player Character (or NPC) is any non-[[Monster]] interactive being 'in-game'. The classic NPC is the surly blacksmith, smarmy shop-keep, winsome barmaid, or smiling tavernkeeper. IE, other 'people' in the game-universe who need to exist for the story to move forward, but whom the players do not control. | ||
By fiat, ALL NPC's are the province and are fully under the control of the GM. Most NPC's exist only as story-telling elements, and are completely under the control of the GM, and may be fleshed out with as much (or as little) background detail as the GM wishes. | By fiat, ALL NPC's are the province of and are fully under the control of the GM. Most NPC's exist only as story-telling elements, and are completely under the control of the GM, and may be fleshed out with as much (or as little) background detail as the GM wishes. | ||
If the story takes a turn, and an NPC must become involved in a game-defined encounter with the player characters, the GM may use the Constituent Monster from the [[Bestiary]] to give that entity actual game mechanics, for as long as is needed. | If the story takes a turn, and an NPC must become involved in a game-defined encounter with the player characters, the GM may use the Constituent Monster from the [[Bestiary]] to give that entity actual game mechanics, for as long as is needed. |