3 thoughts on “How does uncharted worlds handle NPCS I’m still trying to get a grasp on the system”

  1. Like most PbtA games, the NPCs are reflected in the hard and soft moves that the referee (MC/GM/DM) makes. If Boris is a soft spoken diplomatic, expect soft spoken choices that steer the PC towards his agenda. If Boris is a gun swinging mafia thug, expect harder choices (and bullets.) The NPCs skills and resources are expressed in the conversation with the player characters in the fiction. It is much more narrativist than simulationist. NPCs and the like are the paint brushes that the referee uses to color the scene.

  2. It’s actually one of the things that most attracted me to the system: I hate hate hate statting up NPCs, so I love that they’re handled almost entirely via narrative here.

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