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Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #114
Practical Methods For Making Your NPCs Come Alive
Contents:
This Week's Tips Summarized
Practical Methods For Making Your NPCs Come Alive
- Categorize NPCs To Prevent Wasting Valuable Planning Time
- Create A Strong Visual
- Act It Out
- Create Personality
- Know Their Motivations
- Plan Their Actions
- Don't Overdo It
Readers' Tips Summarized
- Absentee Players: PCs, NPCs, and Special Characters
- Use AIDA As A Plot Hook Tool
- Battlemat Alternative
- Labyrinth Of Doom: A Nice Break And A Good Way To Learn The Rules
- Cool Props
Return to Contents
A Brief Word From Johnn
Back-Up Your RPG Files Today!
Well, I had an interesting time this weekend trying to
recover data from my hard disk after a boot failure. It took
a few hours of messing around, but the story ends happily.
You never know what you'll miss though, until it's gone. So,
my personal tip today is to back up your important
roleplaying computer stuff right now. Documents, programs,
bookmarks, user settings, and whatever else you'd miss if
the worst happens...
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
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Return to Contents
Practical Methods For Making Your NPCs Come Alive
A Guest Article By Jared Hunt
[ jaredskarma@hotmail.com ]
Crafting NPCs for characters to interact with is one of the
most important and challenging aspects of being a GM. You
are responsible for everyone in the world besides the PCs
and it can sometimes seem like an overwhelming task. Some
GMs respond by making NPCs relatively flat with nothing but
a job and a name if someone asks. Others strive for total
immersion and try to make every single NPC a quirky
individual with bizarre family problems or terrible personal
hygiene. The ideal, I think, can be found somewhere between
the two extremes.
Here are some tips on making NPCs come to life without
spending too much time on them (in-game or out).
- Categorize NPCs To Prevent Wasting Valuable Planning Time
The amount of "life" an NPC requires is dependent on the
parts they will play in the story. Categorizing NPCs
according to their various roles will allow you to allocate
the right amount of time in developing them.
Four suggested categories are:
- Combatants:
NPCs who will be involved in combat alongside or against the
PCs. These NPCs require a full set of game statistics, but
might not require much in the way of personality development.
- Regular Cast:
NPCs who will interact with the PCs regularly. These are
the ones who require the most personality. Taking time to
develop motivations, history, quirks, distinct tone of voice
or accent, and other details will be worthwhile for NPCs in
this category.
- Guest Appearance:
NPCs who are making a one-shot (but important) appearance.
Develop the same details as for Category 2 but with less
depth.
- Extras:
NPCs who are only there for background colour with no real
role in the story. NPCs in this category require only a few
notes about their appearance and intentions.
Categories often overlap, such as the recurring villain who
fits into the regular interaction category (Category 2) and
will likely see combat as well (Category 1). Plan only what
you need to for the next session, and then if time permits,
feel free to flesh out the NPC even further.
Return to Contents
- Create A Strong Visual
A brief description of the NPC's appearance is usually the
best way to start an encounter. Some details you may want to
have ready include:
Physical
- Height & weight
- Eye & hair colour
- Body type (stocky, thin, muscular, etc.)
- Clothing (colour, condition, etc.)
- Weapons (or lack thereof)
- Equipment (condition, amount)
- Distinguishing marks (many RPGs have lists of
distinguishing features that you can roll randomly)
- If possible, think of a famous actor who might resemble
the NPC.
Psychological
- Facial expression
- Body language and movements
- Current emotional state
- Overall demeanor (aggressive, agitated, friendly)
These bits of description can be noted with your session
information or written on index cards where they can be
filed, saved, and reused later.
In many cases, the psychological description is more
important than the physical one, as it opens the door for
great roleplaying and for starting encounters off on the
right foot.
For example:
- The PCs rush to the burning building and spot a man
running out, hair on fire. However, he bears a strange look
of triumphant satisfaction on his face rather than pain from
his burns... This description transforms the encounter from
"save the NPCs and move on" to an investigative one in a
single stroke.
- "The minotaur unstraps his mighty double-headed axe and
rests it lightly against his armored shoulder. He saunters
casually up to you, raises his heavily muscled free arm, and
makes a shooing motion at you, like he were clearing some
messy pigeons from his path." Combat was inevitable with
this encounter anyway, but now it's personal... :)
Return to Contents
- Act It Out
Most people have learned to be visually stimulated by TV and
movies. You can use that to your advantage by acting the
part of the NPC. Acting has the advantage of conveying
information quickly and it rewards players who are paying
careful attention to you.
Acting things out does not mean you have to get up and walk
around if you don't want to; instead, use posture, body
language, gestures, and facial expressions while seated to
portray an NPC.
Another aspect of acting things out is the use of props.
Providing a visual aid greatly increases the chances of your
players remembering an individual NPC.
Some easy NPC props include:
- Jewels
- Plastic weapons
- Hats
- Books
- Fake beards and moustaches
- Rings
- Earrings
- Tattoos (paint or stick-ons)
Return to Contents
- Create Personality
Any NPC who will engage in conversation with the characters
will benefit from some personality development. A few ways
to develop NPC personalities include:
- Choose a personality type from a pop psychology book or web
site. Some theories include classifying people according to
a colour, animal, or geometric shape. Assign the NPC a type
and then use the description provided as a foundation for
his personality.
- Consider their family background. The state of a person's
family and family history play major roles in who they are.
A man who grew up the son of a rich merchant will have a
very different attitude than someone who grew up on the
streets.
- Go against stereotype. The king who begs forgiveness from
everyone is much more interesting than the standard haughty
and aloof king. The kobold that struts about, full of self-
importance and confidence, is sure to earn a place in your
player's memories (even after they've slain him).
- For less important NPCs who you still want to add a
special touch to, consider using a single personality quirk:
- loves chocolate (or obsessed with some other food)
- worries constantly
- bitter with life
- lecherous
- excessively happy
- overly suspicious
- self-important
- competitive
- jealous
[Comment from Johnn: here's some more quirks:
http://www.roleplayingtips.com/issue102.html#1
http://www.roleplayingtips.com/issue40.html ]
Return to Contents
- Know Their Motivations
*Everyone* has motivations. An NPC who seems to exist only
for the PCs' benefit will definitely not seem deep and
alive. Establish what each NPC wants and you will
immediately know a lot about them.
If you have very little planning time, then plan in this order:
- What does the NPC want in this encounter?
- What does the NPC want this week or month?
- What does the NPC want in the next 12 months?
- What are the NPC's long term goals?
Some classic motivations include:
- Make money
- Protect something (self, family, country, tribe, etc.)
- Find something (family, object)
- Revenge (against an individual, a corporation, a group, a
government or agency, etc.)
- Redemption (the NPC has committed a sin and wants to atone
for it)
It's also useful to establish just how motivated they are.
This will help you determine what lengths they are likely to
go to in order to achieve their desires.
Return to Contents
- Plan Their Actions
If you have a handle on the NPC's personality and
motivations it should be relatively easy to predict how they
will act in a variety of situations. To speed things along
during play, make a quick note about how the NPC would act
in some of these common situations:
- Attacked (by the characters or a monster)
- Bribed (particularly useful for guards, lawmen, officials)
- Threatened
- Betrayed
- Flattered (some people just soak up flattery, others find
it enraging)
These are just a few of the multitude of possibilities, but
taking the time to plan just these few things will help you
play the NPC smoothly.
Return to Contents
- Don't Overdo It
If you create a compelling personality for every single NPC
encountered, you will not only be overworking yourself, but
you will probably be driving your players nuts. Sometimes
it is both necessary and appropriate to use the generic
innkeeper, standard bandit, etc. Refer to Tip #1 and only
spend time (in and out of game) on NPCs who serve a purpose
in the story.
Return to Contents
[Comment from Johnn: I sent Jared some reader submitted NPC
tips and asked him to whip up this week's article for me.
Thanks to Jared, and thanks to the following subscribers
whose tips Jared used for information and inspiration:
Joshua L, Notty, Jesper C, Bashar S, Bill C, Forrest,
Petter S, William B, Julia F, Michael B, Mark W. ]
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Readers' Tips Of The Week:
- Absentee Players: PCs, NPCs, and Special Characters
From: Mark Y.
http://www.multiverser.com/
I've had problems with players who don't show when expected,
or who arrive late and leave early. I knew one guy who was
part of our particularly large D&D group; we would play
Fridays from about 4 to about 2 in the morning; he would
wander in around 9, apologize for being late, get his
papers, say hi to everyone, maybe have a drink of soda, and
then apologize that he couldn't stay, turn in his papers and
leave, all before 9:30 (well, the times varied from week to
week, but it was becoming something of a joke).
I've had to do a lot of workarounds in the past for player
no-shows, and the best one I know is my Special Character
rule.
In essence, there are player characters, non-player
characters, and special characters. If you're a player
running a player character and you're not at the game, your
character is out of story--we'll get him to neutral
territory as quickly as possible, and play without you. If
you're late, and your character was left behind, sorry,
you'll have to wait for us to get back to wherever we left
you. He won't do anything significant if you're not there,
and he won't get hurt if it's at all avoidable. We expect
player character players to be there.
If you can't guarantee regular attendance at games, you're
encouraged to run a Special Character. Whenever you're
there, he's yours; you define his actions, his attitudes,
his opinions. If you're not there, he becomes a non-player
character run cooperatively by the referee and the other
players at the table. He'll get his share of the treasure
and experience, and he'll take the chances we think you
would take were you present, and will do whatever makes
sense given the nature of the character as you've portrayed
him. If he dies while you're not there, we're sorry, but
it's our belief that he would have died if you'd been
running him anyway.
We do this not merely because players might be late or leave
early or miss a few games and want their character involved,
but also because characters are frequently given special
items, things the party will find useful, whether it's a +3
Sword or a long-range radio. It penalizes the party for a
character to be out of the action, and the Special Character
status eliminates the disadvantage to the party.
- Use AIDA As A Plot Hook Tool
From: Aki H.
Marketing uses a trick called AIDA that has its uses for
plot hooks in gaming as well. Rather than forcing players
and their characters down a specific route of actions,
you should provide hooks that:
- Get their A)ttention. As players are in the right mindset
to do some questing in any case, it's not very hard, but it
can be done with style.
- Arouse their I)nterest. Beyond the first 'ooh, aah' or
'how terrible!', the plot hook needs to get the players and
characters interested in what is really going on.
- Have them D)esire a change in the state of things: get
their emotions involved. There needs to be a reward,
emotional or otherwise, attached to going beyond mere
interest. And/or a penalty attached to failing to do so.
- And finally, prompt them to A)ct.
This is what commercials do. Bright colours and naked flesh
to get attention, arouse interest, and fan desire, prompting
the potential customer into taking the act of becoming an
actual customer. Plot hooks should do it as well.
In real life, this is also done the other way around, as
with politics. Public attention is caused to recede,
interest decline, and desire for a change be overcome with
cynicism, perpetual dissatisfaction and despair in a belief
that change can not happen. "They are all alike so why
bother; the same people and parties rule forever." This
could easily be used in a game setting as well.
Combining the two:
- A)ttention:
The evil baron's soldiers cut down a peasant in the middle
of the street. No one does anything about it, but...
- I)nterest:
...not because the soldiers would be so fearsome but
*because the peasants have learned to live with it.* They
are obviously being exploited, and freely admit that this is
the case. They just believe that things can never change.
This causes the players, and their characters, to...
- D)esire:
...get emotional about it, feeling holy wrath at the dire
fate of the poor people. Add a final touch of impetus, such
as the murdered peasant's daughter crying out for people to
avenge the death of her father, a spark of hope suddenly
appearing in the eyes of the people when they realize that
with the help of some heroes perhaps change would indeed be
possible, perhaps a soldier taking the initiative to make
the situation personal for the player and characters as well
if it is not already, and...
- A)ct:
...they will act. Out of their own initiative, just like we
buy what we buy out of our own initiative rather than due to
the influence of commercials.
Return to Contents
- Battlemat Alternative
From: G. Allen
I use my mother's sewing grid for my group's figs and
battlemat. The squares make a decent grid, if a little
bland, and it's plastic, which allows for playing on carpets
and other soft surfaces as our gaming locales are short on
tables.
Return to Contents
- Labyrinth Of Doom: A Nice Break And A Good Way To Learn The Rules
From: Caelmrar
I'm not a very experienced DM, but one thing that I do if
I don't have an adventure made up (or just want to take a
break) is I have the players make new characters starting at
any level (I prefer higher, like 15 or so). They get the
starting amount of gold for their level and can buy anything
with it.
I tell the players not to worry too much about the details,
and to just get a general idea of a basic personality for
roleplaying.
Then, I make an equal number of NPCs of equal level, and
create a semi-labyrinth thing, with plenty of open areas. I
make sure both sides are equally mapped, and then have the 2
parties fight. It's a good way to practice DMing and also
learn a little of what it's like to be a player.
[Comment from Johnn: it's also a great way to learn the
capabilities and powers of the more powerful forces in your
games. A challenge I'm facing with my new D&D 3E campaign is
that I've never played or GM'd a high-level character with
the new D&D rules before. Thus, I feel my villains, high
level kings, and such are lacking in terms of not fully
utilizing their powers. Hmmmm, maybe it's time for a
labyrinth of doom to appear in my campaign soon.... :) ]
Return to Contents
- Cool Props
From: Johnn Four
Ed Bradshaw sent me a link to one of his pages that showed a
few cool props he made:
- The Treasure Chest
- PC "Magic" Cards
- The Clock
- Player Stand-ups
With his permission, I snarfed them and posted the pics and
descriptions at RoleplayingTips.com:
http://www.roleplayingtips.com/props.html
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