| Post/Author/DateTime | Post |
|---|---|
| #1malburAug 07, 2009 18:11:52 | Hey everyone, I am curious, how do you deal with NPC creation? One thing I've always noticed is that I cannot predict what the players are going to ask and therefore I spend a lot of time saying "uhh....". How do you create full fledged NPCs? Do you just get a lot of practice? how do you get there? |
| #2AnimeSniperAug 07, 2009 18:52:14 | First figure out whether the NPC will assist the party or be on the opposing force. Once done I found it to be easy to stat out how the NPC fits in to my campaign world by choosing from the base classes. |
| #3malburAug 07, 2009 19:04:16 | Thats good, but how do you decide how much information they have? also how do you come up with information on the fly about irrelevant stuff if the players ask a question that is neither anticipated or relevant? |
| #4dbayAug 07, 2009 20:30:02 | Are we talking stats-wise or RP-wise? for stats, I just use stuff out of the menace manual with a few changes. RP-wise, almost all of my NPCs are inspired from books and stuff, so I just say whatever the character would. |
| #5rustam1Aug 07, 2009 21:26:51 | Thats good, but how do you decide how much information they have? also how do you come up with information on the fly about irrelevant stuff if the players ask a question that is neither anticipated or relevant? Remember... 1. You, the GM, know everything. 2. You, as the NPC, know only as much as the GM wants the PCs to learn at the time of interaction. 3. NPCs are tools thru which the GM controls and guides the flow of the scenario/storyline. unanticipated questions? assuming the question is relevant but coming at the wrong time...refer to above... non relevent questions? the answer is to be just as irrelevant. (ask a stupid question, get a stupid answer.) if you get lost, call time out, ask what the question has to do with what's currently happening "in-game". sometimes players think outside the game (metegame) thereby bringing in unanticipated/irrelevant questions. (sorry if I babbled) |
| #6malburAug 07, 2009 21:31:22 | no that made excellent sense thanks very much. Problem is i don't exactly have the world 100% fleshed out so when they ask about company names and stuff that might come up later, but aren't there yet, it's difficult |
| #7TheRealOrionAug 08, 2009 0:47:25 | Ask yourself: -what are the NPC's motivations for doing their job? -how much information would the NPC need to do that job? -would their motivations make them likely to gather more information than they "need"? -are they truly malicious or just "doing a job"? (this speaks to their tenacity, to their willingness to keep fighting if they're injured or they realise they're outmatched) -last but most importantly: do you as GM want to use the NPC to deliver information to the players? (this one is dangerous because it can feel like spoon-feeding, but it can also be very useful if players are feeling frustrated) Personally, I like to assign my NPCs (a) a set of motivations (and reasons for them), and (b) an amount of knowledge they should have. Then, I let all those NPCs loose in a set space and allow the players to enter the space an intervene. It's a less narrative model and my hope is that it provides the players with a variety of ways to insert themselves into the "plot" of the game and really make it their story. |
| #8dbayAug 08, 2009 0:54:57 | Ask yourself: That is precisely the way I think things should be done. |
| #9DwarfFighterAug 08, 2009 6:29:22 | Thats good, but how do you decide how much information they have? also how do you come up with information on the fly about irrelevant stuff if the players ask a question that is neither anticipated or relevant? Ideally you should have the key NPCs prepared before an adventure in which case you should already have an idea of that character's role and knowledge. However, for random NPC that are bound to pop up at a moments notice (even you didn't know the hotdog vendor existed in your game world before you added "Crazy Luigi's Italian 'Dogs" to your description of the park where the PCs are supposed to met with Agent Red!) your best bet is to take a minute timeout to note down in your game notes a few particulars. I recommend the following format: * Name and role * Apperance and defining characteristics * PC interaction notes Let's say the PCs pick up on the hotdog vendor in your descrition and head over to ask him a few questions. They buy a hotdog and use Gather Information to learn that Agent Red is something of a regular customer, but he hasn't shown up these two last days (Dr. Mania had him kidnapped yesterday, as per your main adventure notes). One of the PCs decides to get a "refund" on the hotdog he bought. You decide that Luigi is a Tough ordinary 1/Charismatic ordinary 1 and use the standard NPC stats for the pupose of resisting the PCs Sleight of Hand check, which is successful. "Crazy" Luigi Carmone, hot dog vendor in Blackwood Park 5 ft. 10, thick-set, black hair, brown eyes, fake exagerrated italian accent, straw hat. * Agent Red -> regular customer * Tough 1/Charismatic 1 * PC Johnny Temple steals hotdog After the game you can decide wether you want to keep the NPC as a recurring character or not, and the notes you took help you maintain some consistency. -DF |
| #10TheRealOrionAug 08, 2009 12:33:04 | Thats good, but how do you decide how much information they have? also how do you come up with information on the fly about irrelevant stuff if the players ask a question that is neither anticipated or relevant? Base them on characters you know, from TV, film, books, comics, and then give them a different name or nation of origin (basically, toss on an accent). Disguise the character but use the personality. Give that a try. Then, once you're good at that, you can start mixing and matching qualities and coming up with things that are slightly different. |
| #11RagitsuAug 15, 2009 6:17:18 | The conversation isn't the problem for me, it's getting the NPCs to look and sound interesting. I hit this off nicely with "key" NPCs, but not the average Joe/Jane. |
| #12DwarfFighterAug 15, 2009 17:21:51 | Uhm. You want to make your impromptu characters more interesting? I don't see how you can adequately prepare this. Take a brief time-out and come up with something (rolling on the big table on p. 272 might give you some inspiration). -DF |
| #13TheRealOrionAug 15, 2009 21:19:54 | You could think of a few stock characters and then just drop them in when you need them. For example (making this up off the top of my head) a slow-talking guy with a low voice. There, done. You just created a random NPC just a little bit of a memorable presence. In fact, accents or speech patterns are a great way to do this because there's no visual component to a table-top RPG (save for what you can describe) so a wild hair cut or flashy clothing won't make the same impression as a lisp or a tendency to pepper your dialogue with the word "y'all," for example. |
| #14DwarfFighterAug 16, 2009 6:49:09 | Be advised that players are stupid and a characterful impromptu characters tend to be suspected of being major NPCs in disguise. ![]() -DF |
| #15TheRealOrionAug 16, 2009 11:38:21 | I think you can play on that paranoia, though, if you want to. Red herrings can be fun, and if played right, they can teach players not to shoot/torture/interrogate every person they suspect of being a 'bad guy.' |
| #16DwarfFighterAug 17, 2009 10:35:20 | It's preferable to have the PCs get involved with red herrings by design rather than derailing the entire adventure just because the delivery boy had a funny accent. Random NPCs should add atmosphere and the occasional detour, but it's no crime telling the players that they are going off-track. ![]() -DF |
| #17TheRealOrionAug 17, 2009 11:24:58 | Depends on how you look at it. Following a red-herring can be fun, if you GM it right. My point was, though, that you can kinda teach your players a lesson if they suspect everyone who has any personality. It's a way of getting them to stop gaming the genre. |
| #18RagitsuAug 17, 2009 17:23:42 | One of the "normal" NPCs will, in fact, be a major NPC in disguise. |