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Unwritten: System Reference Document/Running the Game
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====Supporting NPCs==== Supporting NPCs have proper names and are a little more detailed than nameless NPCs, playing a supporting role in your scenarios (hence the name). They often display some kind of strong distinguishing trait that sets them apart from the crowd: their relationship to a PC or NPC, a particular competence or unique ability, or simply the fact that they tend to appear in the game a great deal. Any faces that you assign to the locations or factions you make during game creation are supporting NPCs, as are any characters who are named in one of the PCs’ aspects. Supporting NPCs are a great source of interpersonal drama, because they’re usually the people that the PCs have a relationship with, such as friends, sidekicks, family, contacts, and noteworthy opponents. While they may never be central to resolving the main dilemma of a scenario, they’re a significant part of the journey, either because they provide aid, present a problem, or figure into a subplot. Supporting NPCs are made much like nameless NPCs, except they get to have a few more of the standard character elements. These include a high concept, one or more additional aspects, one stunt, and a handful of skills (say four or five). They have one mild consequence and, if you want them to be especially tough, one moderate consequence. Skills for a supporting NPC should follow a column distribution. Because you’re only going to define four or five skills, just treat it as one column. If your NPC has a skill at Great, fill in one skill at each positive step below it—so one Good, one Fair, and one Adequate skill. * Skill Levels: A supporting NPC’s top skill can exceed your best PC’s by one or two levels, but only if their role in the game is to provide serious opposition—supporting NPCs who are allied with the PCs should be their rough peers in skill level. * Concessions: Supporting NPCs should not fight to the bitter end, given the option. Instead, have them concede conflicts often, especially early in a story, and especially if the concession is something like “They get away.” Conceding like this serves a few purposes. For one, it foreshadows a future, more significant encounter with the NPC. Because conceding comes with a reward of one or more fate points, it also makes them more of a threat the next time they show up. What’s more, it’s virtually guaranteed to pay off for the players in a satisfying way the next time the NPC makes an appearance. Finally, it implicitly demonstrates to the players that, when things are desperate, conceding a conflict is a viable course of action. A PC concession here and there can raise the stakes and introduce new complications organically, both of which make for a more dramatic, engaging story.
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