A valuable and eminently useful collection of pre-generated NPCs suitable for any roleplaying game, with categories for. If you want to dive in and start using MASKS: 1, Memorable NPCs for Any Roleplaying Game right away, you can skip this chapter—this book is designed to. Masks: 1, Memorable NPCs for Any Roleplaying Game before you download,” so we've put together a free page PDF preview of Masks for you to check out.
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gnome stew - masks - memorable npcs for any roleplaying tirucamilo.ga - Ebook download as PDF File .pdf), Text File .txt) or read book online. Masks Memorable NPCs - Ebook download as PDF File .pdf), Text File .txt ) or read book online. A valuable and eminently useful collection of. From the publisher: The PDF version of Masks is DRM-free.
Hardcover, this black-and-white page book with an attractive cover by Christopher Reach and Darren Hardy would simply look gorgeous on your pimped-out RPG shelf. Inspired by an old article from a '92 issue of the Dragon magazine, The 7 Sentence NPC, it is written with the intention to serve as a comprehensive manual and tool for game masters. With an impressive exterior, the book's contents are even juicier.
It is the sacred duty of every game master to create a living, breathing and memorable world for his players, and in order to accomplish this, they are aided by the countless characters he or she invents and whose roles he or she plays. Relating this to the concept of a theater, RPG superstar Wolfgang Baur succinctly explains the book's title in his foreword of Masks.
Game masters are indeed actors and directors with a thousand faces. Then again, how many times have you witnessed from either side of a GM screen a new NPC, unexpectedly encountered in the adventure, having no name, no specific looks, or sounding exactly the same as all other characters encountered thus far?
A rhetorical question, of course.
In the defense of GMs everywhere, however, I'll only say that those who never sat in their chair have no idea about the horrors of an encounter in which the party unexpectedly steps off the beaten path a path beaten and prepared in advance by the GM, of course for the first time.
Following the foreword is an introduction by the creative leader of our gnomish authors, the conceptual originator of this book and game master extraordinaire, Martin Ralya , in which he reveals to us the idea and guiding principles behind Masks. Just like their first title, Eureka, Masks too are a systemless offering intended to be useful to GMs no matter their style or experience running games.
This time they raised the bar even further and scored a veritable critical hit. As befitting a quality handbook, the first chapter contains GMing advice covering topics like creating memorable characters and adapting generic roles to different genres from fantasy to sci-fi, for example.
New GMs will find this advice absolutely invaluable, and even the more experienced ones will find it a worthy read. The largest and most important part of the book is taken up by pages full of various NPCs divided into three genres: fantasy, modern and sci-fi.
Each genre is additionally divided into three subcategories of characters based on their default intended relation to the PCs: villains, allies and neutrals, with the first two each comprising one quarter of the presented characters, and the last one comprising the remaining half.
Even sexual parity is achieved, with an equal amount of male and female characters.
Sex can easily be changed in most cases however, just like everything else. All of the characters are also described as human, although that too is pretty much a cosmetic detail which can be adapted as needed, with a minimal expenditure of time and effort. Each NPC is presented within a framework that takes up a quarter of a page per character, but contains an amazing amount of useful info.
The characters are introduced by their name, a short mostly two-word description and a characteristic quote, with the remaining part of the writeup containing bits such as appearance, roleplaying advice, personality, motivation and background. The names are truly diverse and have a nice genre-appropriate feel to them.
An interesting aid is included in the form of a strip at the bottom of each page containing names of all the characters ordered by alphabet and genre. Odd pages contain first names and nicknames, while even pages contain surnames and titles. The next time you need an ad hoc name for a random redshirt, you really shouldn't have any problems coming up with one. Short descriptions following the name of each character, mostly comprised of only two words, are an excellent tool for instantly recognizing a character's role.
It may sound a bit crazy, but such a concise description is all it takes to get a feel for a character and is enough to get your creative juices flowing in abundance. There is truly a plethora of vivid character concepts within Masks: evil alchemists, possessed clerics, fallen warriors, cunning planetary leaders, deranged psychics, alien rights activists, hardcore gamers, tragic starlets and so on.
In the case of our One-Eyed Bryn, his description could probably be "promiscuous conspirator". A couple of sentences describing the character's looks are quite enough for on-the-fly usage in games Bryn is a slim young man with a purple eyepatch over his left eye.
Despite a scar on his cheek, his face is quite handsome. Roleplaying advice describes the character's behavior, aiding the GM in taking on his role Bryn is drawn to any attractive woman in the room. He will openly flirt, sparing no compliments and witty remarks. While these two sections are tied to what the players will experience from the outside, the section describing the character's personality contains information that will be useful to the GM mainly for keeping the character's act consistent Bryn is a social idealist and talented actor with one flaw - women.
He values freedom and friendship and will do anything to help a friend in need. NPCs are the support cast of the game, but they should never steal the limelight from your players. All in all the advice given is sound and in some cases even an old GM may learn a few new tricks.
But of course the bulk of the book is taken up by the thousand character descriptions. In some cases the description is accompanied by a skeptch of that character. Speaking of the artwork. I also like the layout and fonts used.
The book has a very strong style without overdoing it. One of the highlights of the book are definitely the indexes. Especially for a book like Masks which is not only during preparation but also at a reference tool at the table a good organized index is vital.
Luckily the book comes with multiple indexes. The book concludes with the short bios of the contributing authors. One question remains: is this book useful? Hell yeah, it is! Coming up with a good NPC can sometimes be very hard, especially when you are constantly as bad prepared as I am.
In a lot of cases my character have silly names and you have the nagging feeling, you met that guy already in a bar somewhere. In the future, when my improvisation skills fail me, I can just open Masks and pick one of the NPCs there that loosely fits what I just needed. A lot of the NPCs can also be used as inspiration for a whole adventure.