Game Design: Creating Immersive Antagonists

AI. NPC’s. Enemies. The majority of games do not put players into a truly solitary environment, rather favoring interaction between the player’s character and characters, and this usually involves interpersonal conflict. It’s important for designers to figure out ways to engage the player when working against these foes, because otherwise a main source of conflict would be moot. The creation of a solid antagonist really requires three main considerations; narrative, mechanics, and presentation. Continue reading “Game Design: Creating Immersive Antagonists”

Table Reflection: Running Responsive Non-Player Characters

Whenever a GM goes to run a game, one of the things that is pretty much a universal measure of success or failure is the amount of important NPC’s and their role in the game. Having no significant NPC’s means there’s no context for the players’ actions, while having too many will detract from the player characters’ abilities to stand on their own in the world. Similarly, it’s important that NPC’s be responsive and placed on the same level as the players, at least on a narrative scale. Continue reading “Table Reflection: Running Responsive Non-Player Characters”