Your
creativity forms the distant horizons of your world, invoking feelings of vast
and limitlessness boarders and opportunity, but it’s the meaningful
relationships with Non-Playing Characters (NPCs) that creates the depth needed
for total immersion in your story.
It’s
not just vital to the profundity of your campaign, but compelling NPCs tend to
fix other problems as well. Players who suffer from boredom, distraction or
disinterest in the story arc will choose your intended direction if there are
NPCs they truly care about.
Pick good names
and remember them: If
I’m at a table where the game master refers to Kravlok Goldshanks as ‘that
dwarf-guy you’ve been talking to’… then they’ve lost me. Pick a good name, but if
you can't remember it after you've had lunch, they won't remember it between
sessions. Keep an updated list of NPCs for everyone in the group.
Motivations: Make notes on
goals or motivations for your NPCs, but a motto is a powerful tool that will
help you organize your thoughts quickly. "My brother betrayed me but never
again, that’s why I’m fiercely independent and trust no one." Or; “as a
survivor of the Great Elven War, I have been moved to spread care and
compassion throughout the world." Finally, "dwarves cheated me out of
my noble birthright - that’s why I’ll screw one over whenever the chance
arises!" A one or two line motto may seem like a humble beginning, but it
will do more for your campaign then volumes of stat sheets.
Practice makes
perfect:
Emulating a favorite movie character can be the easiest way to create
mannerisms for an NPC, but in the end, it’s not so much the funny voices that make
them memorable - it's what they say. Practice your performance, that funny
quirk or one-liner they like to repeat. You'll only look half as crazy as you
think. Explain the story behind their motto to yourself while in character. Just like any serious student of acting needs
to practice, so do you. It's the hobby with homework.
Characters and
NPCs help each other:
Have a NPCs request something little, such as delivering goods to a town they
are traveling through or help loading a wagon. Later the NPC performs free
services to them such as shoeing a horse, dinner and wine, or even singing
songs about their bravery. Relationships begin with the small things, but as it
grows, the party will actually care if the NPC is murdered.
Everyone loves an
underdog:
Give that delivery boy a painful limp, but he never complains about it and is
enamored by the heroes. How about a one-handed baker or a blind circus
entertainer? (Knife thrower, of course.) Or do the characters discover the
owner of their favorite bar is also in terrible debt to a noble or a bank?
NPCs that ask
questions and listen:
Heroes like to talk about themselves. It's
a good exercise for PCs to explain things about their background to others and
what they think their futures hold for them. Ask good follow up questions:
"Losing your parents at such a young age must have been difficult. How did
you remain so strong, living in the Red Wastes all by yourself?" Or,
"I would think getting kicked out of the holy order of the Briar Knights would
be disheartening... what makes you persevere now?" PCs will like the
interaction because they get to talk about themselves, and it is good mental
calisthenics as they work out their own character development.
Recognition of
something familiar: Let
the players see a side to your NPCs that they relate to on a human level.
"The dwarf's legs droop from the tall bar stool. He seems to be muttering
to his cup of cheap ale. ‘Curse it. I'm a middle-aged failure... when I was
younger I thought I would be ruling the 13 Kingdoms by now. Instead, I'm
struggling with debt and the love of my life barely looks me in the eye.’ He
reaches into his pocket and slaps his last coppers on the table.” [My table of
40 somethings fell completely silent, and the dwarf didn't pay for a drink the
rest of the night.] If you don’t spend some time cultivating the player’s
fondness for this dwarf, will they care when goblins kidnap his twin boys, (the
imaginary sons whose names you pronounce differently every time you say them)? Take the time to show players that ‘fantasy
people’ can still have relatable issues. "Oh, I've got the money to open
up the cobbler shop, it's just that everything I do fails. I'm afraid it will
flop, just like everything else I've tried." He's not asking for the PC’s
money, he just needs some encouragement... and when the thieves' guild burns it
down because of non-payment in their protection racket - you've got the players’
interest.
Show the pain your
NPCs are in:
If tragedy has befallen them, do they simply seek the party out at the
local pub? Wrap it in some mystery that showcases the pain they are
experiencing. “A man stands on the edge of a building top, you can see his tears
gleaming in the mid-day sun. A crowd of horrified onlookers gather below.” Will
the PCs save him? Now he won't talk to anyone, won't eat. Can they save him
again? Does he have additional family that needs to be cared for... are they
sure he's just stricken with grief? Let them feel like you know more about
your NPCs than has been revealed. These may not be problems your
party wants, but the closure that comes when the bandits responsible for his lover’s
death are finally brought to justice, is the first step to his recovery.
Comforting the
characters and emotional indicators: Sometimes it is easy for players to forget
how their characters must feel. Maybe they lost a party member, or loved NPC
but the players are too busy dividing gold and shopping for weapons to show any
respect for the dead. I use an NPC to remind them of this: "The bartender
approaches you with a serving tray laden with fresh ales. “Drinks are on the
house tonight, mates. We're all really torn up about losing Aellanmir to that damned
basilisk. Funny, I was just gettin' used to his pointy little ears.' The large
man begins to choke up a little and places his hand on your shoulder. 'Anyways,
sorry for your loss, mates.'"
Birthing,
Marriages and Funerals: NPCs have other life experiences besides being
villains or victims. Why not beg the battle hardened warpriest to deliver a
baby? Or ask to perform their marriage while the rest of the party acts as
witnesses, cooks or whatever. "Mother Valdena, a superior in your church,
arrives and orders you to perform a wedding for two devout parishioners,
Missari and Dennal of Brooks Crossing, just outside of town. The regular priest
has been called away and can't perform the rite." Death and dying is
common in a monster filled world and rites of passage bring vitality to NPCs
and your game. Will the characters be asked to speak eulogies at the funeral? Unless
it is an adventure hook in and of itself, keep it short, but also award experience
points for role playing (which is another article in and of itself). What does
the party do with a fallen NPC's loot and equipment? Should go to the family,
right? Do they leave the body to be eaten in the stinking bowls of a crumbling dungeon?
Granted, with monsters’ jaws gnashing in the darkness, they might have to
but... wow. Explain that to poor Bordvic's wife and fourteen children.
We must pay attention to our players’ feedback, (with
the caveat that they may be upset they lost Bordvic’s hereditary masterwork
sword, bequeathing it to his eldest daughter), but ultimately, they are our
judges and jury with the power to execute your game. You may have an NPC that a
single player seems to particularly enjoy and hopefully, you’ll have some
embraced by the whole group. Ask them what they like about them and cultivate
there answers into living,
breathing NPCs that maybe, your characters will be willing… to die for.
High axe friends!
I go.
High axe friends!
I go.