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Who are the NPC's?

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jasonbrisbane jasonbrisbane's picture
Who are the NPC's?
I was wondering: Who are the NPC's? Are the NPC's in EP all egos with multiple conspiracies happenning? Aka OWoD Npc's? Or are their shopkeepers whose conspiracies going as deep as buying fabbed products form a different supplier... I dont see any sort of bland NPC's but thats not to say that they werent envisioned by the EP creators... I realise that my own p-EP (Personal EP world) can have anything including bland NPC's, constant NPCs with a minimum of four conspiracies each with constant conflicting theories, actions and developments.... But I was wanting to know what sort of NPC's do you have in your p-EP world? Do you have bland NPC's and what do they do? What is their motivation? Id like a few posts to know what your games and ideas are... As great as it would be to have everyone an everything involved with every conspiracy and issue and have everything crosslinked, I just couldnt keep track or keep a handle on what to do... I could handle three or maybe four mayjor events and maybe two minor sidetrek adventure plots. Id like a few bland NPCs and few minor and few major but Id like PC's to have the opportunity to get involved with a few side plots - things that pc's who may be bored might say "I want to rough up that shop keeper to see what he would", and get them involved in a whole side culture and (basically) a whole story that he wish he didnt get involved in..... What are your ideas? Thanks in advance Jason Brisbane
Regards, Jason Brisbane
lets adapt lets adapt's picture
I generally like to populate
I generally like to populate the world with NPCs the players are likely to come across. If the player has a job, a I'll create a few coworkers. If he frequents a shop or bar, I'll create clerks. This really doesn't take much prep work! I'll generally have a list of people I've created to pull from. Each NPC on that list will consist of a single sentence about their basic demenor, apperance, and a +/- motivation. If the characters interact with an NPC often, I will flesh them out a bit more. If I want to introduce a side-quest, I'll use one of the fleshed out NPCs generally, because it then feels more natural at that point as the players have a history with them. When it comes to plot point NPCs obviously they require a bit more prep. IMO their most important aspect will be their motivations. And I'm not really referring to the simple +/- system Eclipse Phase uses. If you're going to have a convincing villain then about half the work is coming up with a believable motivation for him or her. I may work backwards, but I find it easier to come up with this motivation if I think of a plot point first -- like flying a ship into a space station, for example -- then work towards putting someone believable into the pilot's seat.
jasonbrisbane jasonbrisbane's picture
Sorry. . .
Sorry. . . I should have clarified my questions with an additional: What occupations are npcs likely to have in the futire? Why have shopkeepers when fabbers are available? You would only need raw materials for the fabbers, so would there are importers for the raw materials? What occupations can you see as existing in a futuristic society?
Regards, Jason Brisbane
jasonbrisbane jasonbrisbane's picture
Sorry. . .
Sorry. . . I should have clarified my questions with an additional: What occupations are npcs likely to have in the futire? Why have shopkeepers when fabbers are available? You would only need raw materials for the fabbers, so would there are importers for the raw materials? What occupations can you see as existing in a futuristic society?
Regards, Jason Brisbane
jasonbrisbane jasonbrisbane's picture
Sorry. . .
Sorry. . . I should have clarified my questions with an additional: What occupations are npcs likely to have in the futire? Why have shopkeepers when fabbers are available? You would only need raw materials for the fabbers, so would there are importers for the raw materials? What occupations can you see as existing in a futuristic society?
Regards, Jason Brisbane
mkn mkn's picture
There are a few modern day
There are a few modern day industries that may offer some ideas. As traditional booksellers get overtaken by e-book publishing and big box retailers, there's been a trend of independent bookstores that survive the change by becoming a boutique that offers more than a physical book. They host book clubs, parties, meet-the-author events, nice places to read, and friendly service. Likewise, I imagine many people would pay for the privilege of sipping coffee on the patio of a Vienna coffee shop. While your bill seems absurdly high, since you can fab up coffee (and the cup it comes in) for free/almost free, you're paying to keep the place open in the physical world. Whether customers patronize such establishments out of aesthetic appreciation, or to compete on the market of status (that one commodity that is never too scarce to compete for), it seems likely that most "average" people will be employed serving others. Especially considering that the people with the most money may be those who want to continue living in a facsimile of 21st century earth. Any economy that uses currency will have a financial sector. Even if all the hard work is done by expert AI a thousand times better than we can, there'll still be hucksters, advisers, and people gaming the system. Ditto the entertainment and PR industry (which may be intertwined to the point of being indistinguishable). After all, the way we practice art would have seemed absurd to the old masters! And of course, prostitution. Even the best expert AI can't match the spontaneity of an actual ego, and screwing an AGI is simply *obscene*. This might even be an honored profession in some habitats, with the highest practitioners being more like actors who happen to have sex at the end of the show. Those paying for sex and those paying to be *seduced* could be two entirely different markets. Hell, I could even imagine people getting off on *refusing* the advances of one of these professionals after days of flirtation. In every case, you're paying for an experience, the cost of which is subsumed into the otherwise trivial cost of what you're buying. One might argue it's all mostly make-work, encouraged by structures of power to keep transhumans running on their hamster wheels. I suspect those without ultra-high demand skills spend most of their time playing a status game, going from contract to contract or trying to get small businesses off the ground. I disagree with the core book that everyone would be able to find 40 hours/week of work--that's not even true now. In anarchist habs, I think most people are over the whole jobs thing. There are tasks that need to be done, and those with the skills to do those tasks are pressured to take them on, or train others. Everyone plays or works according to their interest. --I wouldn't be surprised if transhumanity was on the verge of a decelerando--a slide back into slow, incremental development after the explosion of the singularity... unless the threat of mass extinction comes knocking once again. EP suggests that there's still quite a bit of work for transhumans (in any economy) to do in science and technology--whether that's maintaining the systems that keep the whole hab alive, or doing basic research that will become next decades weapons and communications. For my own part, I don't believe anyone without a menton-level intelligence and drastic biomods would be able to make major original contributions--though field researchers and intelligent lab assistants would still be useful. It's possible that many other jobs are glorified make-work that people do for enjoyment (unless they are among the clanking masses--after all, even the future is likely to have work that no robot can do, but no human wants to do). I suspect many people are itinerant creatives--they work part time to pay the modest cost of upkeep in a PC habitat, and write their novel, direct XP's or street performances, design simulspaces, etc--all with the hope of getting licensed by a hypercorp so they can retire to a private hab. I think it undermines suspense to have everyone involved in dark conspiracies--I feel there has to be a baseline "normal" from which the characters can leap into the unknown. Just my $.02
“Man is an artifact designed for space travel. He is not designed to remain in his present biologic state any more than a tadpole is designed to remain a tadpole.” -William S. Burroughs
lets adapt lets adapt's picture
jasonbrisbane wrote:Sorry. .
jasonbrisbane wrote:
Sorry. . . I should have clarified my questions with an additional: What occupations are npcs likely to have in the futire? Why have shopkeepers when fabbers are available? You would only need raw materials for the fabbers, so would there are importers for the raw materials? What occupations can you see as existing in a futuristic society?
In the inner system where fabbers are restricted you'll still have clerks.