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"2d6 NPC reaction table in a solo game?" Topic


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Personal logo mmitchell Sponsoring Member of TMP28 Oct 2009 1:21 p.m. PST

I'm working on a 2d6 reaction table for NPCs in a Wild West setting. In this game, two outlaws are walking through town encountering NPCs and asking them questions so that the hunters can find the man they are looking for. I'd like the NPCs to display a variety of reactions.

Ideally I'd like to make it completely random by rolling 1d6 for the column and a second 1d6 for the row. This would generate 36 possible responses (picture a 6x6 grid). Personally, I think that's a bit too many, but I can always fudge by repeating some of them.


I'm trying to think of enough possibilities. On the table, I'd like the high numbers (6 + 6) to be favorable and the low numbers (1 + 1) to be bad.

Any thoughts on what possible reactions I can use? Here's one approach I could try: COLUMN = Emotion ROW = Response:

Columns = Response/Emotion
1: Horror
2: Anger
3: Neutral
4: Mildly Positive
5: Friendly
6: Treats yuh like long-lost kin

Rows = Action/Reaction
1: Direct interaction (attack or assistance)
2: Continues current movement
3:
4:
5: Stops to assist you
6:

1-1 NPC screams in horror and pulls out a weapon & fires (gets an instant free attack on you)
1-2 NPC screams in anger and runs away at full speed, yelling for the Sheriff.
1-3

--------------

You know, the more I think about this, the more absurd and limiting this approach seems.

Maybe I should just try for something more random:

1-1: 1 NPC screams in horror and pulls out a weapon & fires (gets an instant free attack on you)
3-3: Is pleasant, but can't really help you.
5-2: Moves to the bank and will perform one check for you there.
5-3: Moves to the nearest saloon and performs one check for you there.
6-6: Joins your quest. As long as he's with you, you may make two search checks per Action.


As you can see, I'm all over the place on this. Suggestions would be very helpful.

farmdog6328 Oct 2009 1:41 p.m. PST

Mike…this has almost nothing to do with your actual question, but if you haven't seen it before, it's interesting:

link

That's the fan-made "Tombstone" module for the board game "Cowboys: Way of the Gun" from Worthington Games. Maybe you're familiar with paragraph games like Star Smuggler or Ambush.

Personal logo mmitchell Sponsoring Member of TMP28 Oct 2009 1:59 p.m. PST

Thanks. I just printed it out and will look at it this evening. Maybe it will give me some ideas.

Sundance28 Oct 2009 2:42 p.m. PST

Taking Terrement's idea, you could have location on one dr and is there/isn't there/how long ago as a second or even third dr. I was working on a similar concept for solo Traveller, but didn't get as far as I wanted to with it.


'Course, then you could have one NPC saying he is in the saloon and another saying he isn't. Maybe a dr would then be needed to determine the truth.

M C MonkeyDew28 Oct 2009 4:36 p.m. PST

I would keep it simple so it doesn't interfere with the flow of the game too much.

First think of how many different reactions you would like them to display and then work on how to use the dice to give the results.

Situational modifiers may come into place. For example if a low down brandishes a gun at them they might be more likely to run or fight rather than stand there gawking or remaining neutral.

Bob

deanoware28 Oct 2009 7:43 p.m. PST

the game Gutshot already has a table for just this sort of thing.

hawgleg.com/whatsGutshot.asp

Personal logo mmitchell Sponsoring Member of TMP29 Oct 2009 1:38 a.m. PST

deanoware: What table are you talking about? I'm one of the book authors and we don't have a random NPC reaction table. Unless I wrote one and forgot all about it (and, consider how much cheap whiskey I've had in the past, that could be possible)?

Could you provide a direct link or citation to the table you're talking about? Thanks!

Personal logo mmitchell Sponsoring Member of TMP29 Oct 2009 1:41 a.m. PST

Guys: Hmmmm. Some good ideas. I like the distractions idea. I don't think I want to go into modifiers for attempted intimidation, though. It's not necessary for this particular scenario. But it's still an idea to consider… Maybe a successful intimidation check could let the player move 2 slots/results in any direction on the table. Failure, of course, would result in him getting shot (he heh heh).

Thanks guys, you've helped me get some fodder for thought.

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