Sean Merwin
👤 PersonAppearances Over Time
Podcast Appearances
Yeah, or a Kickstarter. You get a Kickstarter, and you have your books planned, and suddenly you do better than you thought, and they add stretch goals. And let's say, for example, for a Grim Hollow revisited Grim Hollow transform project where we did well and we asked the backers, hey, here's a list of five things. You choose what you want.
Yeah, or a Kickstarter. You get a Kickstarter, and you have your books planned, and suddenly you do better than you thought, and they add stretch goals. And let's say, for example, for a Grim Hollow revisited Grim Hollow transform project where we did well and we asked the backers, hey, here's a list of five things. You choose what you want.
A certain designer slash developer slash editor slash producer type person might be praying that they choose this one thing because you already have that done and it fits well in the book. But no, the players choose something else, which... Hide the results. You chose this thing.
A certain designer slash developer slash editor slash producer type person might be praying that they choose this one thing because you already have that done and it fits well in the book. But no, the players choose something else, which... Hide the results. You chose this thing.
Yeah. No, our marketing team is honest and they did the... They voted the way that was the hardest.
Yeah. No, our marketing team is honest and they did the... They voted the way that was the hardest.
I learned the importance of Lunar New Year a couple years ago and how that affects shipping and Kickstarters and production. Yeah. Simon at Ghostfire is our production manager who handles the cards and the minis and all the knickknacks and all the great stuff. He's
I learned the importance of Lunar New Year a couple years ago and how that affects shipping and Kickstarters and production. Yeah. Simon at Ghostfire is our production manager who handles the cards and the minis and all the knickknacks and all the great stuff. He's
he's uh also god bless uh those folks so and sean it is the year of the snake so watch out for cobra command that's all i'm saying i i always do uh speaking of interesting npcs graham ward via our patreon discord asks what are some good resources and methods for infusing interesting npcs and social interaction if you're not running a published adventure or you're running one that doesn't support that aspect of play
he's uh also god bless uh those folks so and sean it is the year of the snake so watch out for cobra command that's all i'm saying i i always do uh speaking of interesting npcs graham ward via our patreon discord asks what are some good resources and methods for infusing interesting npcs and social interaction if you're not running a published adventure or you're running one that doesn't support that aspect of play
For me, the key term there are interesting NPCs and social interaction, because that's dependent really on the game you're playing, the story that you're telling in the game, and then the experience you want to promote at the table. So therefore, I started thinking about resources. I'm like, well, that resource might work if you're running like a sword and sorcery sort of game.
For me, the key term there are interesting NPCs and social interaction, because that's dependent really on the game you're playing, the story that you're telling in the game, and then the experience you want to promote at the table. So therefore, I started thinking about resources. I'm like, well, that resource might work if you're running like a sword and sorcery sort of game.
But if you're running Knights Black Agents or Top Secret or Spycraft, that's a whole different sort of, you have different resources. So what I have figured is I figure out what experience do I want, what game am I trying to play, what game elements do I want to highlight, and then experience and what story is coming out of those game elements and the experience.
But if you're running Knights Black Agents or Top Secret or Spycraft, that's a whole different sort of, you have different resources. So what I have figured is I figure out what experience do I want, what game am I trying to play, what game elements do I want to highlight, and then experience and what story is coming out of those game elements and the experience.
So for experience, before I look for resources, I ask myself, do I want the players in this social interaction with these NPCs, do I want them to think? Do I want them to act, as in acting? Do I want them to talk? And then I will look for the resources that will do those things. So if I'm running a Super Spy game, my resources are going to watch James Bond, John le Carre, the Bourne movies.
So for experience, before I look for resources, I ask myself, do I want the players in this social interaction with these NPCs, do I want them to think? Do I want them to act, as in acting? Do I want them to talk? And then I will look for the resources that will do those things. So if I'm running a Super Spy game, my resources are going to watch James Bond, John le Carre, the Bourne movies.
I'm doing that. Mission Impossible. That's where the story is, and that's where I can take a cue of the experience that the players will have and what I want to bring out in that game. Uh, if it was, if it was a fantasy thing, I might go Conan and right. Game of Thrones.
I'm doing that. Mission Impossible. That's where the story is, and that's where I can take a cue of the experience that the players will have and what I want to bring out in that game. Uh, if it was, if it was a fantasy thing, I might go Conan and right. Game of Thrones.
And if I have a sort of darker, more intriguing type and just work from those resources, because those are the experience that the players have. And so that's where, rather than going. in a more, even for me this is hard to say, a more academic route, I'm just going straight to the story and pulling stuff from there.
And if I have a sort of darker, more intriguing type and just work from those resources, because those are the experience that the players have. And so that's where, rather than going. in a more, even for me this is hard to say, a more academic route, I'm just going straight to the story and pulling stuff from there.