I'm having a hard crush on this article. I absolutely love the idea of turning characters' motives and interests into "actions" to help portray them. It makes a lot of sense to me. I'm not a big fan of FATE or AW. I personally find the concept of "Moves" to be...lacking. That's not really my take-away from this article though. Usually when you puzzle out an NPC, you might give them some physical, mental, or personality traits to fill in some details.
So I was adding some details to my brainstormed list of proto-NPCs when it dawned on me that a lot of them weren't very...piratey. That is, very few of them would be at home in the Port Royal or Tortuga of Pirates of the Caribbean, or make sense aboard a pirate ship. So in response to this, I started to brainstorm a list of archetypal characters that WERE piratey.
(UPDATE: At Michael Curry and Donovan Morningfire's suggestion, I've upped the Duelist to Villainy 5 (Str 4, Inf 1) and the Brawler to Villainy 6 (Str 6, Inf 0). Thanks for the feedback!)
While everyone is talking about dueling styles, duelist lite, and homegrown maneuvers, I've been thinking about NPCs. Now that previews of the Hero and Villain decks have given us an idea on what to expect, here are my ideas for giving NPCs a bit more oomph in the game.
Now that all the Kickstarter backers should have all the First Edition material to complement their Second Edition core books, does anyone have any thoughts on converting the old Hero and Villain NPCs presented in the nations and secret society books to the new mechanics?