How would you design an rpg where each npc is a real character and has it's town story?Let's say I want to make an island with like 3 towns and 512 npcs.How would you make it?My plan was wirting like archetypes and pre planned story chapters, something like writing 10 stories of 10 chapters, and then randomizing the details across the npcs.Like Story 5 + Episode 8 plus the character sttats means, he will behave like Lancer type 3 and use agressive type 2 dialogs.
In literature there is a technique called drafting that you can utilize in your RPG.https://www.clemson.edu/centers-institutes/writing/writing-resources/writing-resources/drafting.htmlBasically the gist of it is that you should list each chapter of your story (or in this case, each island, and then list every important moment in each chapter. This will help you plan out what characters and events should be in certain parts of the story.
>>4144729yes, but the issue is I want hundreds of stories.So, the solution is a procedural system that combines pre fixed stuff.I think.
>>4144690>>4144731No one will read your procedurally generated slop. Even the best attempts in procedurally generated storytelling (Caves of Qud, Dwarf Fortress) suck cock and arse, and no one actually reads the generated text. If you're not a pussy, you will handcraft your world. If you can't do that, being a creative is not for you, and you should get a real job.
>only 512 NPCs, presumably with no voice actingYou could write the dialogue of 10 NPCs/evening, and be done in 6 weeks. Why are you so lazy? Handcrafting everything would have been feasible even with 5120 NPCs.
>>4144763>>4144765I mean handcrafting 10 stories with 10 chapters, and making like 10 types of dialog, then just picking the dialog that correlates to the combination.
>>4144777You are replying to a schizo