I can't find anything to criticize here -- this is a truly excellent sub. It's easily applied to other campaign settings, and hints at a rich culture under the surface. I'm already thinking of ways to apply this to my game, so here's two paws up and an HoH for good measure. 5/5
Over 600 hits and no comments yet? Let's see if I can right that injustice now . . .
Correct me if I'm wrong, but I believe the purpose of this stub is to make us think about what life in a realistic medieval or pre-industrial village would have been like, by comparing and contrasting life in a modern town. To this end, it starts off well, but dwells overmuch in the modern details. To run a medieval campaign, I don't need to know that railroads and highways helped modern towns develop; instead, I want to know more about how pre-modern villages grew up around waterways or possibly caravan routes.
A certain amount of contrast is helpful, however. The fact that motels/inns were relatively uncommon is useful, for example. But adding relevant gaming details would make it much more so. Inns were scarce? Fine, but I want to know how travellers were normally accommodated in a town with no rental lodgings. Did they have to camp? Or were they usually put up for the night by someone?
Properly researched and expanded, this post could help lend a touch of realism to any pre-industrial campaign setting. Remember though, that in fantasy games magic will almost always have some influence on this subject, be it to make travel easier or aid in long-distance communication. Adding a section for that might therefore be prudent.
46. The Militant -- Speaks in short, clipped military tones. Clothes are crisply ironed, boots (if any) polished to a military shine. If faced with a problem, will suggest solutions in terms of tactics and strategy, even for mundane situations ("If the first line of persuasion fails, you may want to employ intimidation maneuvers").
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47. The Pacifist -- Hand-wringer. Always squirms at the mention of violence and will attempt to suggest an alternative. ("Oh dear, you don't really want to kill him . . . do you?"). If intimidated or confronted with a harsh manner, this NPC has a tendency to flutter their hands impotently while looking towards others for help.
This is exactly how I would like my combat to go, but how do you get there? I have worked on narrating actions of NPCs and the reactions of enemies that the PCs are engaging, but I have only managed to get a few interesting bits from my players. Trying to inspire is great . . . but what else is there?
I suppose I could try awarding XP for stunts, but that seems cheap and will probably wear off after awhile. I suppose my question becomes: what tricks do the GMs on this site use to encourage better combat roleplaying from their PCs? This article does a great job of showing us the goal. Now where's the rest?