Icefalcon wrote:You guys bring up an interesting point. How much work goes into your encounters? I know for myself, I usually do stat blocks for "average" enemies of various levels on the computer. I also stat out the major NPC's (good and bad) of the areas that the game takes place. I find have the stats ready to go before the game saves alot of page flipping and dice rolling during the combat (which tends to slow the session down). At most, I might have to look up spells or psionics as they are used but I usually have a good idea what the enemy can do before the combat starts.
For example, if I were to plan a Rifts encounter, it helps to know the weapons any enemies are using before I have to decide on their turn. Same goes for magic, psionics, bionics (especially if it modifies rolls), equipment the players might loot, stats (in case it comes down to melee or fisticuffs) and other minor details it can get confusing to come up with in the middle of combat. You would be surprised how many times I get the question "Are they wearing helmets?" during the course of a combat.
Depends on the game and the NPC in question:
But there are some general rules I do follow
I have a Hierarchy of Villainous NPCs I use
(I wrote these up for some HU and N&SS games I was running but they can apply to any setting)
Mooks: these are the cannon fodder of the BBEG; consequently they are not expected to last long (1Hit wonders... I dont usually bother with stating them) the BBEG will have 100s to 1000s of these guys
Toughs: these are the lowest level leaders in an organization; They too are not expected to last long (2 or 3 hits and they drop; I note their HP and SDC which are of average quality) 10% of Mooks are Toughs
BBAs (Billy Bad@$$s): These are the highest ranking mooks and toughs. They are still not expected to do much more than slow the heroes down. They will have one or two unusual bonuses noted down. HP and SDC are slightly above normal. (it may take a hero a full melee or two to deal with just one)
Lieutenants: These guys look and act like BBAs. But they are much tougher; They will have full combat stats (PS, PP, PE, SPD, Strike, Parry, Dodge, Damage, HP, SDC), above average HP and SDC, may wear armor.
Capos:These are the Jaws and Odd Jobs of the BBEG: They get full stat treatment.
BBEG (Big Bad Evil Guy): full stats, Back story, Motivations, Etc...
For non villain NPC (the everyday folks) I run the concept of averages...
Until needed in the foreground the "extras" are assumed to be perfectly average.
That is until the players interact with them and personalities start to come to the fore.
The Trick is to do a little pre-prep and then just wing it from there.
If the players toss you a curve do not panic; at least do not let them see you panic; work with it.
One Player I have loves to ask the NPC extras their names (he once caught a GM flat footed that way and thinks it funny to watch a GM hunt for names) when they ask for the bar wenches name make one up... Pull it out of the last book you read, use the first name of your favorite actress/actor, etc...
just keep moving forward; no matter what they throw at you do not stop the story just make a choice and go on...
Do this and the Players will hail you as one of the best GMs they have ever met.
DM is correct by the way. - Ninjabunny
It's a shoddy carpenter who blames his tools. - Killer Cyborg
Every group has one problem player. If you cannot spot the one in your group; look in the mirror.
It is not a good session until at least one player looks you in the eye and says "you sick twisted evil ****"