Friday, July 20, 2012

NPC-Crafting

Welcome back to another article that will ideally help your GMing skills. This week I'm going to talk about how to make good NPCs, not in a mechanical sense but as characters the players like, care for, and remember. This is very tricky and not a science, so some of my advice on this matter may not fit with how your group approaches people/things. I would also like to note this for your more run-of-the-mill folk, not the main villain of a campaign, which is another topic I definitely want to cover sooner or later.

Let's make a list that most memorable NPCs have or need to work:

  • Some sort of quirk, or character defining trait that removes them from the bulk of nameless NPCs
  • Relatability, that is the ability for the PCs to talk to and communicate with him/her/it.
  • Ideally has similar goals to the PCs, or is at least willing to help them along the way to the PC's goals.

Think about a movie, say Disney's Aladdin, and then think about the most memorable NPC in said movie (of course trying to specify who is a PC and an NPC). I'd probably say that the Genie is the most memorable one, and I'd definitely qualify him as an NPC because he has either way too much power for a PC, or due to how few times he gets to do what he wants to do (which is important that players get to do within reason). What separates him from the other people in Agrabah? Well he isn't a human, he's a genie. He has no free will and must obey his current master. He can also grant wishes, not to mention I'd say he has the best song in the movie. So he has a lot going for him on the side of "Stuff Most NPCs Don't Do."

To continue on that train of thought, the genie sits down and talks with the protagonist about how hard life is being a genie allowing the audience and Aladdin to see that although he is a magical being, he has problems just like the rest of us. A good NPC can talk with the players and feel like a real person, although that depends on what style of game you're running. An RPG based on serious film noir doesn't want cartoon characters running around (unless it's the Roger Rabbit RPG) because that would ruin the theme, just as a character with severe depression would hurt the mood of a game based on the Animaniacs.

I would say this is the most arguable here, as sometimes NPCs who are actively working against the players can be likable, even lovable, if done right. But in general, many beloved NPCs work with, or for, the players and their goals. I would probably say a large factor in this part of it all is how experienced the group you're playing with is, as many newer groups tend to jump to violence as the answer because it's all new to them and they can do WHATEVER they want in this world. Whereas older, more seasoned players tend to talk diplomacy and peace before gunning down people who would try to stop the party.

With all this information I would like to reiterate - Sometimes players just kill that really cool NPC before s/he has a chance to shine and prove themselves. Just keep on running the game, and remember you can always throw the NPC back in because players don't know what you never described. You shouldn't always do that, but it is definitely an option if you feel it's truly that important.

Don't forget to throw in random details for the PCs to latch onto. You can expand on these as the party asks more about them, adding depth to the NPC. When I describe a group of NPCs, it's generally best to describe the most notable people and see where they go from there (although that can easily change depending on what exactly they're looking for). This allows you plenty of options without having to worry about every last detail, although there are times when the party splits into 3rds and talks to all three of the NPCs you mentioned. So I suppose it may not be a perfect method, depending on your style and quickness, but it tends to work well for me.

I hope you found this helpful, and please feel free to message me or comment on this if you feel I missed something. If you want to hear about specific topics, commenting works.

May Trenk, Jenky, and Chubbs live on in memory alone,
Taylor Shuss

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