Roleplaying Tips Weekly E-Zine Issue #169
8 City NPC Tips
Contents:
This Week's Tips Summarized
8 City NPC Tips
- Recreation
- Police
- Local Government
- Religion
- Traders
- The Underworld
- Nobility
- Other Groups
Readers' Tips Summarized
- Using An Online Message Board To Keep Players Interested Between Sessions
- Use PC Prequels
- Use Of Audiotapes In Sessions
- Group Bonus Option
- More Payment Prices
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Contents
A Brief Word From Johnn
Index Of Supplemental Issues
We're up to 14 Supplementals now, and you can get an index
file with instructions on how to request each of them by
sending a blank email to:
all-supplementals@roleplayingtips.com
Easter Holiday - No Issue
Just a heads-up that the next issue will be April 28th.
Campaign Update
Last Wednesday's game, my first in many moons, went quite
well. For planning, I used Microsoft Word for adventure
notes and MyInfo for campaign and game world notes. The
players didn't mind me using a laptop at the table, but I
need to get it more organized for next session.
I would say my biggest failure was in not preparing the
minor details well (i.e. room contents, location details)
and I had difficulty narrating those on-the-fly. My biggest
success was in just naming a game date, prepared or not, and
running the game. It's too easy to let real life push game
nights around. :)
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Contents
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Contents
8 City NPC Tips
A Guest Article By Tony Budden
Looking at Johnn's list of city places, which is an
excellent resource to start with when designing your city, I
was a bit disappointed with the list of important people.
Thinking on this, I realised that the vast majority of the
NPCs in my game were city based. I presume that this is
pretty much going to be the case with other games. Even the
most hardened barbarian visits the city from time-to-time;
and most other characters are going to be hanging out there
a lot. Where else are they going to buy swords/magic
ingredients/iron rations/beer? And if the party is based in
the city then there are landlords, tax collectors, burglars,
and the neighbours to deal with.
I'm not suggesting every shopkeeper and militiaman should be
fully fleshed out. That would be a complete waste of GM
resources and time. But a few of the likelier candidates for
long-term NPCs should have at least a name and a few notes.
This list is intended to remind the GM of the powers and
usefulness of certain city-based NPCs, partly to stop said
NPCs being abused by the party, and also as a means to get
plot hooks and background stuff into the game.
- Recreation
Pubs, taverns, inns, bath-houses, theatres, stadia, brothels.
Sources of information and places to meet people. The
owner/manager/employees will often have a lot of information
about the local area, personalities, and recent history.
This is likely to be 80% opinion and 20% fact, and they
won't dish out the best bits to people they have just met.
Good and regular customers get good service, and the people
working there are much more likely to share information,
particularly "juicy" gossip. The owners commonly have
effective links with both the official and unofficial
authorities in the city, and their customers will also be
concerned if anything untoward happens in the place.
If you cross these people they are likely to bar you from
entrance. If you cause major trouble, they will get either
the local police (watchmen, militia, military, etc.) or the
local underworld involved, depending upon the nature of the
establishment and the owner's contacts.
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Contents
- Police
Watchmen, militia, soldiery garrison, religious type guards.
These people are charged with keeping the peace. They also
generally want a quiet life as well. The thing to remember
with these NPCs is that they will have the full support of
the city's official authorities and lots of back-up if they
need it. So, if your party beats up the lone watchman on
patrol at night to cover their tracks, then his colleagues
are going to be on the lookout for whoever did it. You
murder a militiaman, there is going to be a price on your
head (as well as lot of nervous and angry militiamen after
you!).
The responsibility for policing the city is likely to be
split between several groups. The army might be responsible
for guarding important buildings (the Palace and the Granary
for instance), the militia might guard the gates and the
walls, the local clerics of Heimdall are responsible for the
temple areas, and self-employed watchmen can be hired by
just about anyone.
All of these groups will have their own motivations (or lack
of same), personal priorities, and differing amounts of
available back-up. This could also lead to areas of conflict
between these diverse groups. If the Mayor is killed in the
temple district, the Heimdall clerics, the Mayor's personal
bodyguards, and the army might all be involved in the
ensuing investigation and bringing to justice of the
culprits.
Lower status police types are more likely to be bribable so
long as they have little to lose, but this will also depend
upon their character. Honest cops abound, but then so do
dishonest and bribable ones. Having their own "tame cop" is
a carrot to dangle before any party but beware the risks! If
the NPC feels threatened, they might do something like turn
the party in, run away, or simply not do as asked. Such
"bent cops" are also likely to have dealings with the
underworld (for obvious reasons).
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Contents
- Local Government
Magistrates, councillors, tax collectors, clerks,
administrators.
These types are similar to police in that they tend to want
a quiet life and can usually depend upon the back-up of
their employers. These people also tend to see things in
black and white (i.e. you've either paid your taxes or you
haven't), and have sufficient authority to allow them to
perform their duties.
So, if you don't pay the tax collector and throw him out on
his ear, then expect the local police to be banging on your
door soon! These NPCs will know about the local government
and its laws, but not necessarily much else (again, that
depends upon the individual). But if you need to get a
license to cast magic within the city walls then you will
have to deal with them, even if you are a tenth level mage
with the Bazooka of Extreme Killing. These people have real
power (in the city anyway) and will use it.
Many will be dull, conservative, quill-pushers. Most aim to
be pillars of the community and like to keep things as they
are. Some can be bribed. Some have links with nefarious
parts of the community. Some might also be representatives
of a local religion. For example, the local priest of an
appropriate cult might officiate at trials; clerics of the
local knowledge god might be charged with keeping city
records, etc.
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Contents
- Religion
Priests, clerics, initiates, general worshipers.
There are a wide range of possibilities here. Some cults
will be officially recognised and patronised by the majority
of the populace and have a great deal to do with the running
of the city. The city will respect and recognise the
benefits of such a cult. It will have prestige and a lot of
real political power. It might have an awful lot to do with
the day-to-day administration of the city (as in the
examples above). The hierarchy of such a religion are going
to be pretty powerful people and have access to lots of
interesting information.
In the example above, if the PCs were after some info about
something that happened in the city 50 years ago, then their
best source of information is going to be the priest of the
local knowledge god, as he's the one with access to the city
records.
Other religions are going to be unofficial, with little
local power or resources, and others will be banned, whether
from mere prejudice or because the cult is inherently
inimical to the inhabitants of the city or their beliefs.
One way to look at integrating religions into the city's
overall make-up is to consider the more powerful "official"
religions as part of the hierarchy of the city. Clerics of
these sorts of cults will function as administrators as well
as priests. "Unofficial" religions will concentrate more
upon worship; and banned religions will operate in similar
ways to the underworld and may indeed have many links there.
To be respected by any religious authority will require that
you at least look as if you are obeying its tenets. Priests
have a position and an image to uphold and won't like to be
seen with ne'er-do-wells or lawbreakers unless they are
clerics of an outlawed cult. The official religions of a
city are likely to have a lot of important people in their
congregations and consequently might have a lot of both
official and unofficial power and be able to sway much of
their congregation's opinions if they really want to.
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Contents
- Traders
Shopkeepers, market traders, merchants, pawnbrokers.
Aside from the obvious activity of selling stuff to the
party that they might need, traders will also be useful
sources of information, some of it from far away. Some of it
might even be based upon truth. If they haven't got what the
party wants, they are also likely to know where they can get
it. Of course, they may not choose to divulge this
information.
Traders may be organised into a guild or patronise a trader
cult. They will certainly have a lot of contacts between one
another, and word of theft, fraud and other skullduggery is
likely to get around them pretty quickly.
Traders may or may not have dealings with the underworld,
but they are likely to know of its existence and some of the
people involved. They may be paying protection to keep from
being hassled or they may rely upon the local police (of
whatever sort) to protect them. Some might employ their own
bodyguards or doormen. The richer the trader, the better
such protection is going to be. If your world is magic-rich,
such protection is likely to be magical as well as mundane.
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Contents
- The Underworld
Mobsters, thugs, thieves, assassins, Mafiosi, pimps,
hookers, fences.
Every city is going to have an underworld of some sort,
whether the prime activity is pick-pocketing handkerchiefs
or illegal slaving. Because of the nature of illegal
activity, there are usually links between all these diverse
activities, and being in the bad books of the local pimp
might also mean that the local street gangs start breaking
your windows, or the "Mr Big" of the area thinks that you
are muscling in on his territory.
Of course, the underworld is a useful place to get certain
items that may be unavailable elsewhere. Poisons, slaves,
forgeries, and certain weapons spring to mind, but anything
is possible if there is suitable demand for it. The
underworld is also a useful place to sell certain items or
launder money. Imagine going to your local market trader and
trying to pay for something in coinage that is 1000 years
old. Yes, you might have got it from a dragon's lair. Yes he
might even believe you. But it looks odd so he's not going
to accept it.
However, the nearby pawn shop is known to have a sideline in
cropping coins, so he might be able to help... (For those
that don't know, cropping coins was a common practise in the
days when coins actually had intrinsic value. Unscrupulous
persons would snip bits off and melt down the gold or silver
that they were made of, thus getting something for nothing.
It was usually severely punished, and even today in the UK
there is a stiff prison sentence for "defacing the queen's
image", although I doubt it's been imposed for many years).
Most members of the underworld do not look like they are,
especially the more powerful ones. Mr. Big might in fact be
the Mayor and attend temple every week. The local herbalist
might have a sideline in poison manufacture, etc. Outsiders
are going to find it hard to get into contact with the right
people and will be treated with suspicion (and probably
charged well over the top). Asking the wrong questions will
be dangerous, and drawing attention to illegal activity will
be dangerous. Bear this in mind when your characters are
dealing with members of the underworld.
Of course, this is where "thief" characters come into their
own. If it is their own town then they are likely to know a
lot of the "dodgy" people, especially those relevant to
their particular area of expertise. Even if it isn't their
home town, then the thief-type is likely to know how to go
about finding who they want without treading on too many
toes (or not, depending upon the GM and how well the player
does).
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Contents
- Nobility
Those holding noble titles may or may not be actively
engaged in the government of the city. They certainly will
have privileges that others don't, such as being able to
wear armour or ride horses in the city. They will certainly
be able to get things done and call in favours with various
individuals and organisations. They may be well-respected
members of the society, or a group of thugs that invaded 5
years ago and are now lording it over their new subjects.
They may or may not have official power, respect, money,
land, or servants.
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Contents
- Other Groups
Consider who else is going to live in the city. Many types
will fit into one of the (pretty arbitrary) categories
above, some won't. Below are a quick listing to (hopefully)
get your GM juices going and ideas for some random punters
who might be witnesses, disguised individuals, innocent
bystanders, or useful contacts for the party. Other ideas
for NPCs can be gotten from Johnn's list of city buildings
and simply by asking yourself "who lives or works there?"
These are in no particular order:
- Foreigner, ambassador, traveller, sailor
- Beggar, untouchable
- Servant, scribe
- Drunk, druggie, junkie, idiot-savant, lunatic, moron
- Farmer, villager from out of town, yokel
- Actor, entertainer, singer, bard, juggler, artist
- Athlete, boxer, strong-men (or women)
- Plus, all the "character classes" (if you're using a class based system)
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A last word. If the city where you begin your adventures has
a reasonable stock of realistic NPCs, then you will be
saving yourself time and effort in the future. You may not
use them until your PCs return from whatever gallivanting
around in the big wide world they were up to, but you will
eventually. You can be pretty sure that they'll want to
spend some of that cash, and to get stuff repaired, and to
relax a little. Perhaps they want to sell Tenser's Pointless
Artifact to someone. If you have a few NPCs set up to
"welcome" them, then city time can be useful to plant plot
hooks, develop characters, and get the PCs involved with all
sorts of machinations.
[Johnn: to get the City Places file Tony spoke of, send a
blank email to: cityplaces@roleplayingtips.com ]
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Readers' Tips Of The Week:
- Using An Online Message Board To Keep Players Interested Between Sessions
From: The Nightshade Ice
Hey Johnn,
I am now running two games a week and I found that using
online message boards can be a good tool for players and GMs
alike. A site I have found particularly useful is
[ http://www.proboards.com ].
Here, you can obtain a message board 100% free. I had
previously used a personal website to create a page for
players to go to and look at things between sessions,
however maintaining a web site can often be time consuming
as well as a lot of extra work on top of planning game
sessions. However, the message boards from the above site
are great organizational tools if your players have access
to the internet.
I use a single board for both of my campaigns and have
sections for things such as Session Recaps (where the
players can respond and talk to each other about what they
thought of the session), Session Quotes, and a Player's
Board where players can talk about the campaign in general.
After a session, I update a recap on what happened for the
players to reference and think over. Often times I will post
a poll over something that happened over a session to get
the players thinking as well as discussing the sessions
events.
An example of a poll I used was whether or not a certain NPC
whom they were told was evil is really evil or did their
informant lie? Such a topic can provide grounds for
interesting debates when players believe different things.
It is a commonly known GM tactic to listen to players' ideas
when they are not sure what they want to do next. What
better way to get players' ideas then to set up a poll with
possible outcomes of puzzles to be solved or suspects in the
whodunit? Players will be pleased when they think that they
were right the whole time and you had the outcome planned
all along, or you could reverse it and choose the least
selected answer to get the players saying "wow, I didn't
think that would have happened."
Another added bonus is that, when players post their vote in
a poll, they can also add a comment on why they think that
way. You can use this to catch them off guard when it was
the answer they chose but not because of the way they
thought, or you use the way they thought to get the answer
they didn't choose.
The players also enjoy posting comments on events they
thought were particularly exciting (like when the entire
part was set up, the guards were bribed, and the party
leader was assassinated), creating their own polls (such as
who is each player's favourite PC, who will be next to die,
who is the group's favourite NPC, etc.), and things that
puzzled them and they need to reconsider.
I think the boards have helped quite a bit, as even though
the last session seemed kind of slow because it was all
roleplay and no combat, after reading and posting on the
board, the players and myself are waiting in anticipation
until Tuesday. After several discussions and polls they
realize that quite the mystery/intrigue has occurred within
their game and the overall plot has thickened.
Hope this helps.
- Use PC Prequels
From: Jim G.
Hello Johnn,
I'm writing about a new technique my gaming group has
developed that has transformed our game. It began when we
had the idea to create prequels for the characters to
introduce them in lieu of the usual meeting in the local
tavern.
First, the Director creates a background/history of each
character up to the day they begin their "adventuring".
Backgrounds are made based on the skills and traits the
player chose for their character during the creation
process. Each character is then given a prequel scene, with
the other players performing the NPC parts. The prequels are
tailored to each character and explain why and how they left
their homes and became an "Adventurer". Each prequel is
outlined by the Director but the scenes are pure
roleplaying.
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Contents
- Use Of Audiotapes In Sessions
From: Joseph
Hi Johnn,
This email is in response to Varianor's tip on getting the
players to read background info for the campaign,
specifically, using audiotapes for background info.
One of my GMs used audiotapes while running a Cyberpunk
campaign. It was an excellent tool to grab our attention. He
made a new tape every session and it was the first thing we
did when the game started. He presented the tape in the form
of a newscast on one of the local radio stations in our
city. He usually kept them to about 3 minutes so they didn't
overwhelm us or get boring. Just a quick run through of the
major news stories since the last session.
This made the world seem realistic since we got to hear
about what was happening that didn't necessarily directly
relate to us, and provided him with a way to introduce new
plot hooks. The best part for us, was of course, listening
for when we, or something we did, made the news headlines on
the broadcast. I think this was a great tool and it
definitely increased my enjoyment of the game.
Thanks for your ezine, it's great to get new ideas and
tools each week.
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- Group Bonus Option
From: John Fade
Johnn,
Give the group a bonus for the heroic deeds of one member.
One trick I have found to inspire my group of hack-n-
slashers to go beyond tactics and inject some heroic flare
into the game is to give a morale/circumstance bonus to the
entire group if one character pulls off an amazing manoeuvre
during combat.
The key to this is to watch the reactions of the players and
use that as an indicator of when to supply the bonus. If
everyone is amazed and cheering because a PC has just made 2
or 3 critical successes while attempting some outlandish
stunt that helps the group, then announce to the players
that due to this spectacular success, everyone receives a +1
bonus to all combat rolls/skill checks for this encounter.
Doing this really has made a difference in the way the
players look at combat.
Thanks for the great ezine.
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Contents
- More Payment Prices
From: Tips Subscribers
Last issue, a tip discussed alternative forms of payment to
spice up merchant transactions. Here are some reader
submitted additions, perfect for initiating side-plots or
perhaps for clauses in a prophecy.
- A drow's mercy
- A skeletons heart
- The purest
- The voice of a spider
- The courage of a thief
- Unspun wool to make a rope
- Essences of darkest night
- Tears of the trees
- The peace of death
- Earth from a lich's grave
- The essence of fear
- A lock of hair
- One drop of blood
- A laugh
- A story
- Their fear
- A teardrop from a statue
- The locket of a widow
- A coin from a beggar
- Their most unhappy memory
- To stand vigil for the smithy upon his death
- To make a sacrifice in the name of the smithy
- Their body...when they die
- Their left shoe
- Their first kiss
- Their name
- Their promise never to kill again
- A glass dagger
- To leave the town and never return
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