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Creating Impactful NPCs
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@Tat I’m just honestly really bad at keeping up with watching tv. I still haven’t watched the two other seasons of Castlevania. But thanks for letting me know.
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The key to the “NPCs are written fast and loose” strategy is to take copious post-PC-interaction notes. For example:
@tsar said in Creating Impactful NPCs:
Character is a successful life long military commander with strong feelings about topic
Why does he feel that way? Do players care? Does he have a family? How do I feel about the subject in the exact moment somone asks me?
I love to be able to send NPCs out with a simple handful of lines like this, and let whoever is playing them come up with what feels right for the tone of the scene they are in. To me, that scene transpiring in a totally holistic fashion is the goal itself. And I want the person playing the NPC to be able to make the judgment call about what feels right.
And then I definitely want them to come back and write down as much about what happened as possible so that we can synthesize it all together. My experience is that this creates NPCs that are consistently more engaging for the PCs, who have unknowingly influenced how the NPC develops through the tone/events of the scene they participated in. It achieves one of my core goals in running a game; to have significant amounts of observational data and subtle influence on the game flowing not just from staff to players, but the reverse.
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@Tat Yeah, leaning into archetypes was a big takeaway for me too — I tend to do that anyhow for NPCs and PCs (and then break hard away from them when I can with PCs).
The other big takeaway that you mentioned also really should be — in my mind — generalized for more than just NPCs: show the status quo and then break it. I think that this works for games, scenes, NPCs, PCs, and just about everything else. If we don’t know and get used to the status quo, big changes just aren’t that big a deal.
As an example: if you start your pirate-magic game off with a big magical event without giving characters more than a week or two to settle into their piratical status quo, then it will never be a pirate game, it will be a magical creatures game.
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I build all my NPCs with the PCs in mind. What is the purpose of this character to the PCs’ story? What are they trying to do and how is that going to be an obstacle/boon for the PCs? What challenges will they provide to the PCs - whether physically in combat or psychologically as a challenge to the way PCs have expressed their views of the world.
I measure impact in effect on PCs. I don’t want NPCs to have their own stories, because for me, that’s not their purpose. But I want the PCs’ stories to be affected by the NPC in complex and interesting ways.
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@Roadspike My strategy is to try to use ‘tropes’ as emotional cues. Love them or hate them, they should provoke a reaction
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@Roadspike said in Creating Impactful NPCs:
As an example: if you start your pirate-magic game off with a big magical event without giving characters more than a week or two to settle into their piratical status quo, then it will never be a pirate game, it will be a magical creatures game.
‘How to start a game with the right tone’ could be a whole other thread. I do really like this, though. It works both for overarching game stuff - and I think games need a periodic return to normal, too - and for NPCs who you want to give a compelling story.
@Pyrephox said in Creating Impactful NPCs:
I measure impact in effect on PCs. I don’t want NPCs to have their own stories, because for me, that’s not their purpose. But I want the PCs’ stories to be affected by the NPC in complex and interesting ways.
I think generally an NPC’s story is SHAPED by the PCs - that’s part of how they affect the PCs’ stories in turn.
For example, some of @tsar’s NPCs had entire ARCS - enemy to kind of okay to straight up redemption - that were almost entirely a result of a PC making an unexpected decision to choose connection over other more nefarious means of gaining information. I think those arcs felt very satisfying to the PCs, because they were both true to what they knew of the character and the world and were a clear ripple from things they had chosen.
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@Tat said in Creating Impactful NPCs:
‘How to start a game with the right tone’ could be a whole other thread. I do really like this, though. It works both for overarching game stuff - and I think games need a periodic return to normal, too - and for NPCs who you want to give a compelling story.
I always use some sort of Seasons format in games. Sometimes more explicitly than others, but there’s always at least some form of cyclical structure to the timing of plots. The beneficial effects are too many to name in a tangent.
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To be fair, I have altitis, so coming up with new pc’s, of any variety, is exceptionally easy for me.
So when I create my NPC’s that are as fleshed out as any character, it’s because it’s how my brain works. I would always say for anyone to do what works for them. Those who run stories have their own methods, we’re all unique, do what makes it great/easy for you to run stories people have fun with.
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I think it comes down to giving the PCs (and thus the players) a reason to care, and then being willing and able to roll with it when players suddenly become really attached to your random gate guard or orc #23651. I agree with the idea of the PCs being able to influence the NPCs (not necessarily in the ways that p.layers want or expect, but in ways that are good!memorable ). An NPC with an arc can be really cool, so long as that arc doesn’t overshadow what the PCs are doing, but they don’t necessarily need one to manage this. It’s not easy, there are folks in the entertainment industry that spend their entire careers trying for exactly this reaction, but I think a good thing to aim for is the following not-quite-contradiction:
An NPC cannot be a PC in terms of the plot or the game world, but they need to be a PC in terms of how other PCs interact with and consider them. @Solstice 's example of a bunch of players in EQ standing in a room trying to say the magic phrase to get something out of the NPC is a good one. Some players will do this regardless, and I don’t think it’s a failure of the GM in that case (but it can be exhausting), but the goal should be that most players feel their characters have more reason - or could have more reason - to interact with the NPC beyond whatever they feel the NPC can offer to advance their characters. This doesn’t mean the opportunity or reason ever has to manifest…but it needs to feel like it could.
From the perspective of a player, while I’ve had some incredible, character defining interactions with NPCs, there’s one that stands out pretty well whenever I think about this question.
Once upon a time I was playing on a MUSH where a random background NPC in one plot ended up suddenly being much more important and relevant in a following one. Behind the scenes, I later learned that one GM wanted a character to fill this role, and the first one simply went “here, you can use this guy”, but the player-facing impression was that this was a guy who had a thing going on, a life that the PCs had dipped into before, and suddenly that thing was relevant to the PCs and the plot in a way it hadn’t been (I am, admittedly, a sucker for things like this; doesn’t matter if the continuity was planned or faked on the spot, if you can sell it’s the former you’re golden). This NPC was essentially a macguffin, a plot element the PCs needed to locate, get information from, and then get to a certain place at the climax. This NPC could have been a book. Instead, he was a crotchety old jerk the PCs needed to convince to help them. In the middle of these attempts, the bad guys showed up, this crotchety old jerk told the PCs to hide while he tried to bullshit them into leaving, suddenly taking a risk that he didn’t have to and that the PCs hadn’t expected from him because he was a crotchety old jerk who seemingly didn’t care about anything, least of all the PCs.
Now, I did not know just how important he was to the plot at the time, so I don’t know if the GM was prepared to roll with the possibility that this dude was simply murdered in this scene (though, given other things that happened, I’m pretty sure she was), but it felt like he really could die, and suddenly the PCs had a choice…this guy, who clearly didn’t like them at all, and wanted them to gtfo, just stuck his neck out for them regardless. He was not just surface level crotchety jerk #234351, he clearly had reasons for doing that. They could probably stay hidden and hear a lot of information by just lurking. They could sneak out the front door while the bad guys were occupied at the back. Who knows, maybe the dude would be fine (though the conversation was going south fast). But they could also intervene, fight the bad guys, and save crotchety old jerk.
This situation could have come about easily in other ways. Saving this dude did notably help the PCs, and we knew it. The bad guys could have just shown up, a fight could have started, and then they could have carted crotchety old jerk to a safehouse until it was time to advance the plot further whether he liked it or not. Crotchety old jerk could have been annoying enough that it was more satisfying to let him get torn to bits.
But the GM made it compelling and reciprocal, and my PC, at least, had reason and the personality to feel a bit of fondness. They had some brief conversations. Crotchety old jerk turned out to be a crotchety old (and old old old it turned out) jerk with some pretty good reasons for it. He was not a hero. Turns out the plot was in large part his fault, that his own cowardice had led to a situation where his friends and family died, and the big evil the bad guys were trying to free and control was only in the position because of what he’d failed to do. He felt, rightly, endlessly guilty, was still something of a selfish coward despite seeing how necessary it was to help the PCs clean up his own mess and had to be convinced into it, but clearly did care beneath the surface, not just about what was going on, but, at least a little, about what happened to the PCs and the things they cared about.
The climax of this plot was three parts enormous epic fight, and one part escort quest. Get the NPC to the place to do the thing so you can win the day at the very last moment. My PC was invested. Beyond winning, she wanted to fight alongside this guy, help him do what he’d previously failed to do, because of their interactions (all of three scenes, iirc), because she didn’t like what he’d done but she understood it, and because, if in even the tiniest way, it felt as though they’d some tiny connection, that she’d had a little bit of influence in this decision to finish what he’d started.
At the culmination of this scene, when all seemed lost, my character asked this NPC what to do. The NPC told her to ‘give herself’. In the moment, both I and my PC misinterpreted that to mean ‘sacrifice yourself to stop this’, and we were suddenly prepared to do exactly that. What the NPC actually meant was basically feed the equivalent of her magic pool to the effort of binding the big evil, and get the other PCs to do the same. This was done. Last minute victory, hooray! Big evil banished. My character, half-dead and drained both from the fight and the ritual, turned to crotchety old jerk and said something vaguely affectionate, some version of “hey we did it.”
Crotchety old jerk was dead. This largely selfish coward who had been responsible for a whole lot of the plot, for the big evil not being fully contained because he wouldn’t sacrifice himself then, had done what he should have done all along. He didn’t run away like he had before. In the moment he didn’t even complain or explain what was going to happen. It was the culmination of his arc, but done in a way that made the PCs the stars, the ones who saved him and then convinced him to make that final decision, and then made it possible to happen by being big heroes in a spectacular battle in which some PCs straight up died.
This NPC’s death fucking got me as much as the PC deaths. It’s not because his story was unique, though it was compelling; this vague plot and his role is incredibly common; in fact, another plot near exactly the same in the broad terms happened a few years later, yet I didn’t find myself caring about that NPC at all. It’s because the GM had given me and my PC a reason to care, and when I did, their NPC responded - just a little! - to that effort. Because I and my PC had a reason to care, my character was changed from the experience.
It happened before and it’s definitely happened since, but that may be the one that always comes up first in these conversations.
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omg there are some NPCs i’d be devastated to see die. including one who is very likely to die based on current story.
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I finally made an NPC I’ve been playing recently into an actual NPC character bit and I’m already terrified if he ends up dying during the process of the current plot I’m just starting.
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My happiest stafftimes just involved unleashing a hoard of NPCs on PCs in both social and plot contexts.
Kinda cheating but lean into what you love best, right?
It really amplified the gutpunch when one died, one turned out to be a traitor (but actually NOT), etc.
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@Roz Now I wanna know who!
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@Herja said in Creating Impactful NPCs:
@Roz Now I wanna know who!
you can’t TRICK ME, you’ll just use that information for MURDER
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@Herja just list everyone you’re planning to kill and she can tell you if they’re on the list
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Sometimes you create an NPC and you make them so beyond what is accepted of humanity and think to yourself, “you idiot, no one will care about them now, what have you done?”
And you find yourself proven wrong since many characters do seem genuinely invested. There is always some way PCs will sympathise with a character and I am impressed.
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@Smile i empathized with the fridge yesterday that i kept leaving open to clean it.
‘i’m sorry! just one more time. don’t be sad.’
I think one of the greatest abilities of humans is to find a connection to almost anyone/anything. And when it happens with a cute moment of storytelling, it’s nice.
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@Meg I feel this way about toys I never play with. I hate throwing them away even though it’s been like two decades lol.
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Flip side: I do have an NPC who a player has referred to as “edgy” and showy and I fully agree. Yet that seems to be the NPC that many characters maintain a whole lot affection towards.
So… eh!