Throughout this blog I have stressed the role of Players becoming more proactive when it comes to developing the setting of their world. One of the key ways to do this is to understand how they interact with the world. In “The Power to Name,” we talked about the power to control your own background relationships. This time we'll talk about the rest of the setting. NPCs are often played in a conflicting manner: either directly as enemies or as “Hostile Witnesses,” as many GMs tend not to want to give the milk away for free.
Relationships are complex and prone to change, and because of this they often play a secondary role in games. But this is a shame and not at all realistic: there are many views on relationships and thousands of books written on the subject of relationships, obviously it must be highly important.
We create characters to send them on mighty and terrifying adventures. Whether designing for action adventure or deep knowledge, we strive to use the rules to make these characters the best they can be. In earlier posts we have discussed ongoing character development, and even the possibility of character death and its impact on the setting. So what about the tradition of retiring characters?