|
|
|
|
Dungeons & Dragons - Role Playing Tips
Roleplaying Tips Weekly E-Zine Issue #78
GM Schizophrenia: Tips For Holding Conversations Between Multiple NPCs
Contents:
This Week's Tips Summarized
GM Schizophrenia: Tips For Holding Conversations Between Multiple NPCs
- Why Do It At All?
- Have A Point, Keep It Short
- Move Your Head From Side To Side
- Turn From The Waist
- Body Language
- Use Accents
- Use Different Voices
- Use Different Sentence Structures
- Point To A Fig Or Use Pictures
Readers' Tips Summarized
- Homemade Dungeon Tiles
- Track NPCs With An Address Book
- Homemade Paper Figurines
- Use Plastic Covers & Listo Pencils For Character Sheets
Return to Contents
A Brief Word From Johnn
Addiction To Settlers Of Catan
My addiction to this board game is official now. :) Have you
played it before? It's a great game. I bring it up because
I'm finding that playing board games is also helping my
GMing.
The strategy and tactics muscles in my brain are working
overtime from all my recent Settlers' games, and I find that
I'm employing those same skills to prepare better
encounters, stories, and especially, villains.
So, perhaps pull out the ol' Monopoly board, or make a trip
to your local hobby store and pick up a nice game. It might
help you be a better game master.
Meta-Game Thanks
Thanks to everyone for writing in with your meta-game
definitions and stories. I'll be doing an issue on the topic
sometime in the future.
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to Contents
A Word From Our Sponsor: FunUSA.com
Attention Gamers!
For Low Prices and Huge Selection
From AD&D to Z obmondo!
Fun N' Games is Great Games and More!
Hard-to-find Items? We Special Order!
www.funUSA.com toll-free 1-877-810-9596
Return to Contents
GM Schizophrenia: Tips For Holding Conversations Between Multiple NPCs
- Why Do It At All?
Many GMs wrote in that they do not have conversations
between their NPCs. This is perfectly OK--it's your campaign
and you're the boss! However, if you don't do this because
you're not sure how or why to do it, hopefully this Tips
issue will give you a few ideas to consider.
Here are a couple of reasons to have NPC-to-NPC
conversations in your sessions and to risk looking insane
doing it:
- Spying. If a character is eavesdropping or listening in on
a conversation, it can be more effective and fun to roleplay
the discussion, and let the player figure out the clues
for herself, rather than just giving a summary and pointing
the clues out directly for the PC.
- Establish relationships. It's often useful to demonstrate
the relationships between your non-player characters by
acting them out.
For example, suppose you're running a Cinderella type
adventure, and the evil step-mother is being extremely mean
to Cinderella. It would be effective for you to scream out
orders in a screechy, witch-type voice, and then switch to
playing Cinderella and bow your head and feign weeping,
versus just saying "you walk in on Cinderella's mother being
mean to the poor girl".
- Show, don't tell. It is often more rewarding for your
players when you let them figure things out for themselves
than by you telling them straight out. You can use
conversation between NPCs to give hints, reveal secrets,
and provide clues.
- Theatrics. Here is your chance to show off those acting
classes you took, or to ham it up to a captive audience. :)
Seriously though, your players would enjoy being briefly
entertained by your show, especially if it's important to
them in some way.
Also, I find that theatrics exercises a completely different
part of my brain than administration, tactics, applying game
rules, and so on. So, it can be a bit of a break for
yourself too.
- Control. By controlling the conversation briefly, you can
get into a rhythm and roleplay your NPCs with greater ease
without needing to answer player questions, look up rules,
or roll dice. You can also control the outcome so you can
get your point(s) across.
- Cut scenes. We've seen this former Readers' Tip before,
where a GM can use cut scenes to provide background details,
set-up an encounter, increase tension, and so on. NPC-to-NPC
conversations are a great type of cut scene for the players
to witness and enjoy.
Cut scenes can also help your players play their PCs better.
For example, if your NPCs just had a big argument and
everyone's angry, and then the PCs enter, the players could
get the impression that the NPCs are angry at them and get
offended. This might wreck your story plans. But, a cut
scene would show that the NPCs are just angry from their
recent fight, and not actually mad at the PCs. And this
would help your players roleplay the scene more comfortably.
See these issues for more information on cut scenes:
http://www.roleplayingtips.com/issue50.html#readerstips
http://www.roleplayingtips.com/issue51.html#readerstips
- Relieve tension. If something's just happened and there's
a lot of tension in the group that you'd like to relieve, a
little comedic multi-NPC conversation might help ease
things. For inspiration, watch a 3 Stooges movie or an Abbott
& Costello skit.
Return to Contents
- Have A Point, Keep It Short
Conversation in movies and books get right to the point that
the story or director/author is trying to make. You don't
often see the usually boring chit-chat that often fills up
everyday conversation:
"Hi Roghan, what's new?"
"Not much. And you?"
"Not much. Looks like rain."
"Yeah, maybe a little wind too..."
Try to do the same with your conversations. It might not be
100% realistic, but it will keep your players focused and
entertained better.
Also, make sure you have a point for the conversation.
Before you begin, decide just what you'd like to accomplish.
Then, while you GM and speak back and forth in the different
NPC roles, always work towards achieving the point. This
will help you keep your conversations on track and shorter,
plus reduce the need for scripting.
Return to Contents
- Move Your Head From Side To Side
An easy way to distinguish which NPC is talking while doing
your one-man show is to turn your head to a specific position
for each person. Then just switch head positions before
speaking. For example, NPC #1 is to the left, while NPC #2
is to the right.
Return to Contents
- Turn From The Waist
It might also seem natural for you to also turn your whole
upper body to establish NPC identities. This gives you a few
more possible positions for larger NPC groups. For example,
you can look to the left and right for NPCs #1 & #2, then
lean back in your chair for NPC #3 and lean forward for
NPC #4.
Return to Contents
- Body Language
Feel free to add hand gestures, wave your arms around, use
your eyebrows, and other types of body language to help keep
your NPCs separate.
In fact, I think this is the best way to roleplay your NPCs.
By involving your whole body you quickly establish a unique
identity that can last during the whole campaign if the NPC
sticks around.
It also gives you a mental hook that lets you almost
instantly get into the role of the NPC you're playing. This
becomes important if you have a lot of NPCs in your games.
For example, here's some different kinds of body language
you can adopt during play to help everyone figure out which
NPC is currently doing the talking:
- Squish your head down and raise your shoulders so your
neck disappears.
- Raise your eyebrows as high as you can when speaking.
- Hold your arm across your chest to mimic being in a sling.
- Pull on your earlobes nervously and move your eyes around
as if always looking for danger.
- Cross your arms, never smile, and crease your brow.
Return to Contents
- Use Accents
Accents are an excellent way to distinguish NPCs during a
private conversation. They can be tough for some of us to
pull off well though, but Steve A. wrote in with this great
tip:
"It helps to have a 'code phrase' to get you into the accent
and, as always, practice makes all the difference. I learnt
a poem about Suffolk men and their tractors when I was
little. I only have to mouth the first syllable and suddenly
I'm off, playing the Rustic innkeeper."
Return to Contents
- Use Different Voices
Change up the nature of your voice to give an NPC a unique
identity. This is different than using an accent, though you
can combine this with accents to greatly broaden your
repertoire.
I have to say that I suck when trying to do accents. Unless
I have an NPC who is a Scottish dwarf and says "that ain't
oatmeal" a lot, or a suave English elf who knows a "Miss
Moneypenny", then I'm left with just using different voices.
How about an issue just on voices then? Ideas, tips, and
techniques that we can all use to change our voices and
create unique NPCs, whether they're in conversation with
each other or the PCs as well?
Here's some examples to get us started:
- Whisper
- Slur
- Screechy, scratchy archetypical witch voice
- Shout, scream, or just talk loudly
- Smooth, slow, calm, words-flow-together
Also, here's a couple of voice technique examples. Try
speaking while:
- Crossing your arms and holding your chest in tightly
- Squeezing your gut in and force your words out
- Never closing your mouth completely
Do you have any other suggestions or techniques for creating
different voices? Send 'em on in to: johnn@roleplayingtips.com
Return to Contents
- Use Different Sentence Structures
Amanda F. wrote in with a great tip about changing up your
sentence structure and speaking style to help keep NPCs
different. I know that I tend to speak using my normal
structure, and I can see how changing it up would be a
great, yet simple, technique.
You can have an NPC:
- Make requests vs. demanding them
- Never ask questions
- Always responds with a question
- Always trails off at the end of the...
- Speak in fragments
- Use long, complex sentences with big words
- Use words incorrectly
- Never say certain words like "and"
- Speak like a news reporter
- Use Short sentences that only contain one thought
at a time
Here is an example in action (in no particular order):
- "The ship arrives tomorrow, and we leave at dawn, so
prepare yourselves."
- "The ship arrives tomorrow. We leave at dawn. Prepare
yourselves."
- "You better be ready by the dock at dawn, or else!"
- "Can you please meet me at dawn tomorrow, that's when the
ship will be arriving. Let me know if you need any help with
your preparations."
- "The ship arrives tomorrow, can you be ready to leave by
dawn?"
- "The vessel arrives anon and we shall embark on the
morrow, so prepare yourselves."
Return to Contents
- Point To A Fig Or Use Pictures
Another way to identify which NPC is talking in a multi-NPC
conversation is to have photos, pictures, or figurines/icons
for each non-player character. As you switch roles you point
to, or hold up, the different picture, fig, or photo.
Return to Contents
Check out my other Roleplaying Games web site:
http://www.roleplaygames.about.com
This week's article: "Why Do You GM?" My thoughts on why I love GMing so much and a request for your opinions...
Tips Request: "NPC Voices"
As mentioned in tip #7, there are many ways we can change
our voice to represent different NPCs, and to make NPCs
unique and interesting to the players. What are the
different voices you've come up with during sessions, and
how did you make them?
Send your tips to: johnn@roleplayingtips.com
Thanks! :)
Return to Contents
Readers' Tips Of The Week:
- Homemade Dungeon Tiles
From: Markku
[Johnn: here is Markku's recipe for making homemade
cardboard dungeon tiles for mapping and figs.]
First I designed some nice looking floor tiles with a paint
program - there wasn't any map symbols on them, just rough
dungeon tile floor. I made the tiles of 2.5x2.5cm - very
much close to one inch as most figurines are designed to be
used on that scale.
I used those tiles to cover a whole A4 size of paper and
printed that image on a couple of A4-sized self adhesible
labels suitable for laser printers. Because I had only a
black&white laser printer available, I used very light
colors so that I'd get just light gray shades for a nice
background pattern.
Then I stuck the labels on 3mm cardboard with smooth, white
surfaces, cut the A4's into a set of floor pieces of
different sizes. I used acrylic colors (much like water
colors when properly diluted) to give the gray shades a nice
tint of color. The edges of the cardboard I colored with
dark brown. Then I gave the floor pieces some time to dry
and finally laminated the upper surface of the tiles with a
thin self-adhesive sheet of plastic and folded the plastic
about 1cm to the underside to protect the edges.
I noticed soon that the floor pieces got a bit twisted after
the lamination and I believe I didn't let them dry properly
before lamination. I fixed that by letting them dry more
under weight.
I have been quite happy with the pieces, although sometimes
it seems there's not enough of them... :-)
- Track NPCs With An Address Book
From: Paul R.
I've always found that I was forgetting all the information
I gave out about each NPC that the party met.
I cured this a couple years ago when I bought an address
book, used it to keep track of all the details about an NPC.
Every time I introduced a new NPC I would add an entry for
that NPC in the address book (under the proper name) and
fill in all the details I told the players about that NPC.
I would also update this entry regularly with any updates
that had occurred with the NPC.
It's a great mechanism, and since it's indexed, it's easy to
look up the NPC the next time they are encountered (as a
refresher for yourself and your party).
Return to Contents
- Homemade Paper Figurines
From: Bruce L.
I have been Role Playing for almost 20 years, and I have
always used figurines. I currently make my own 2-D paper
figures. This started with a cancelled session. I sat down
to do some campaign work and ended up working in MS Excel.
While working in Excel, I quickly laid out a template for a
2-D figure. On the front, I scaled some pictures down, and
on the back, typed info such as Race, Armor, Weapon, etc.,
and an ID Number (basically, Elf Archer, Long Bow, #1
through 5; this represents 5 Elven archers with long bows).
At first, I printed in black & white on paper and glued them
to a posterboard backing, cut them out, pre-folded them into
a tripod, and they were ready for use. Now, I have a 120
compartment tool box (fit for nails, screws, bolts, etc.)
filled with full color pics on one side and some info on the
back. I generally make 25 of each.
Right now, I reuse pictures as necessary to represent what
the PCs are facing, but the impact is the same. My players
won't play without miniatures. I still have an assortment of
lead figures (mostly old Ral Partha, Citadel, etc.) that I
use for Major Villains, Major NPCS, and the Party. They mix
well together. Attention is placed on whom it belongs.
This should be something that any gamer could do with a
printer. (Now I print to label sheets instead of using glue,
works much faster.)
Return to Contents
- Use Plastic Covers & Listo Pencils For Character Sheets
From: Sean H.
Hey Johnn,
For the last 15 years or so, I've been using plastic sheet
protectors for my maps and things like the one reader that
wrote in Issue #77
but I also use them for the Character Sheets.
Then I make available on the table a couple of Listo pencils
[ http://www.listo.com/pencil.htm ] for the players to use.
Using this system, they can adjust their hit points, money,
xp, etc., constantly without wearing through the paper of
their sheets with their erasers. The wax of the Listo
pencils just wipes off the sheets with any handy dry napkin,
paper-towel, or such device. They should be available at
most good office supply stores.
Return to Contents
MY PRIVACY POLICY & HOW TO SUBSCRIBE/UNSUBSCRIBE
"Roleplaying Tips Weekly" is provided to you free of charge
by RoleplayingTips.com. It is sent only to those who have
specifically requested to receive it. My subscriber list has
never been and never will be available to any third party.
EVER! Your privacy is very important to me, therefore it
receives the respect it deserves.
SUBSCRIBE TO "ROLEPLAYING TIPS WEEKLY"
subscribe@roleplayingtips.com
UNSUBSCRIBE FROM "ROLEPLAYING TIPS WEEKLY"
RolePlayingTipsWeekly-Off@lists.webvalence.com
SUBMISSIONS
Send a blank email to submissionguidelines@roleplayingtips.com for Submission Guidelines
Submissions & Articles may be sent to:
submissions@roleplayingtips.com
Copyright © 1999-2001, Johnn Four, RoleplayingTips.com. All Rights Reserved.
Return to Contents
|
|
|
|
|