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Roleplaying Tips Weekly E-Zine Issue #25
8 NPC Parley Tricks
Contents:
This Week's Tips Summarized
8 NPC Parley Tricks
- Do Not Use Contractions
- Avoid Swearing
- It Is Arrogant To Assume
- Um, A Classic Error
- Timid NPCs Pose Choices And Problems Instead Of Making Decisions
- Jason's Tips
- Adjust The Volume
- Dealing With Rude Or Aggressive Characters
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A Brief Word From Johnn
This week's tips were inspired by a recent article,
"Speaking NPC" at RPG.net by Greg Chatham: http://www.rpg.net/news+reviews/columns/gregmay00.html
It's a nice and short article and it has three really good
tips on talking better as your NPCs. I think this is a great
topic because your players experience much of your world and
story through conversations with your NPCs. And the better
your conversations go the more fun everyone will have and
the more compelling your campaign will be.
FYI, I'm sending this issue early because it's a long
weekend here in Canada and I'll be away on Sunday.
Also, I've just changed web site hosts for
RoleplayingTips.com and it's going to take a few days for
your ISP's "DNS zone files" to be updated. In english, that
means you might not be able to reach the site or email me
until the new domain info has reached your Internet
provider. Frustrating.
Cheers,
Johnn Four
johnn@roleplayingtips.com
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8 NPC Parley Tricks
- Do Not Use Contractions
In Greg's article [see my comments above for the URL] he
advises not to use contractions when "speaking in NPC". It's
more dramatic to say "it is your misfortune", "do not think
to presume" and "you cannot understand my woe" than "it's",
"don't" and "can't". Great tip!
There are times when contractions are OK. But just be aware
that they ruin dramatic speech.
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- Avoid Swearing
Using modern swear words has always struck me as wrong when
roleplaying NPCs in a non-modern setting (i.e. fantasy, sci-
fi). I still let the occasional profanity slip through when
in-character, but I'm working on it.
Before you play again, decide what the "bad words" are in
your world and consciously use those instead. Even if they
sound funny at first, everyone will get used to them--and
they're much better flavour-wise than using modern ones.
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- It Is Arrogant To Assume
It is arrogant to make assumptions about people. So, when
playing arrogant NPCs start making assumptions! For example,
which is more effective:
- The grizzled veteran turns to you and says "Hey, are you
any good in a fight? There's a weapon against the wall
behind you."
Or,
- Without even glancing back at you the grizzled veteran
spits out "Hey musclehead, grab that blaster behind you and
make yourself useful. And don't drop it!" [Good use of a
contraction there, by the way ;) ]
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- Um, A Classic Error
Avoid all the stalling and hesitation words like um, er,
like, you know, ah... Everyone uses these words and the best
way to stop is to tape record yourself for a little while
and listen to the playback. Then make a conscious effort to
use them only when playing NPCs that use them. Every other
time these little demons water down your acting and sabotage
your villains drama.
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- Timid NPCs Pose Choices And Problems Instead Of Making Decisions
Maybe you know somebody like this. Instead of reaching a
decision quickly and decisively, they flounder, worry about
all the bad things that could go wrong with any choice and
would rather suggest more choices than just choose.
Try this out next time your players hire a guide who is a
little timid:
Guide: "Should we go left or right, sir?"
PC: "I thought that was your job? Let's go right then."
Guide: "But if we go right we could get ambushed."
PC: "Let's go left then."
Guide: "But if we go left we could lose a lot of time. And
the way looks very dangerous too."
PC: "Well then, what do you suggest?"
Guide: "I do not know but we better decide quick because it
is getting dark out."
PC: "[Sigh] OK. Let's camp then and discuss it."
Guide: "Oh, but if we camp here we could be noticed by
bandits."
PC: "Let's camp over there then, behind those
rocks."
Guide: "Ohhh, but snakes and scorpions often lair in those
kinds of rocks."
PC: "Well then, what do you suggest?"
Guide: "I do not know but we better decide quick because it
is getting dark out."
Shall I continue or are you ready to punch this guide in the
head yet? :)
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- Jason's Tips
Jason, a Roleplaying Tips subscriber, had these great
tips:
- Speaking in the 3rd person for some characters can make
them sound different.. I played a wizard in MERP once and
said stuff like "Wheston is not a man of any small girth"
"Wheston will guide, be not afraid lass" etc..
- A note you can make maybe is to watch out for contagious
character voices. In Spelljammer, whenever they met a pirate
it wasn't long before everyone was a pirate without really
knowing it..
- Use of objects to change your voice is good too.. paper
tubes.. mini-tape players played fast or slow...
Thanks Jason.
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- Adjust The Volume
When your NPCs are speaking with your players, try speaking
loudly or quietly once in awhile. Loud NPCs are always
memorable and yelling is easier to do than trying to keep an
accent consistent.
And whispering sure does make the players lean forward and
become attentive! In fact, players have been known to shush
other players up just to hear a soft-voiced NPC.
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- Dealing With Rude Or Aggressive Characters
Here's some great tips from a web site about, of all things,
preaching for ministers. These will help you when your
players start to treat your NPCs rudely:
- Don't be intimidated.
- Look the person straight in the eye while you answer the
question.
- Cut the attacker off by turning your head, before you
finish your response, and calling on a new questioner when
you're ready. This keeps the heckler from dominating the
discussion.
Just be sure to use those techniques in-character, PC vs.
NPC, otherwise you'll make it personal and offend your
players.
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Got any of your own NPC speaking tips?
Let me know at feedback@roleplayingtips.com
Have more fun at every game!
Johnn Four
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Readers' Feedback
Here are some great tips from readers about last week's
article "GM Bad Luck Syndrome":
From: Pit Fiend
http://welcome.to/ArcadianGuild
Johnn,
Liked the "I'm having trouble with my dice" article.
One more solution:
Make the 'monsters' behave more realistically - that is use
tactics and strategy to overcome their single combat
limitations. If individually they hit poorly, then when the
odds are 5 to 1 then they should hit 5 times better (this
way you don't actually roll 5 times more dice just improve
the odds for 1 hit). Or have them use strategy to 'trap' the
players in a 'no win' situation. The players may pursue weak
opponents into a dead end space with really tough new fresh
opponents between them and freedom. This sort of 'dead' end
situation is a great spot for a trap to be sprung (didn't
the VC use traps and mines like this against the much
stronger (individually) US troops?)
From: D.
Hi,
I ran across a good rule to handle this sort of thing
somewhere.
If you fudge the dice for the player's benefit or let a
player off easy, then you make a checkmark next to their
name (on your cheat-sheet.)
If you fudge the dice for an NPC because of things like
consistent bad rolls or even railroading, then you erase a
checkmark next to that player's name.
This keeps things balanced in that whomever benefits from
breaking the rules will later get a penalty. Keeps GMs
honest and puts a rein on player abuse of the GM's kindness.
Nice issue, too.
From: Arkmyr
Hi!
I once had a problem with bad luck. As a GM, there is
plenty of solutions to fix that. The problem I had was an
unlucky PLAYER!!! I've never seen anything like that! He
never rolls higher than 12 on a D20, and usually, he gets
between 1 and 6.
An unlucky player is less likely to try things out, he knows
it will turn against him. So he gets bored with the game
when it involves some dice roll.
I can't change the die of the player! I can't change the
strength of the encounter, because the other players are
still rolling "normal" score on their dice.
The solution I found was to "inverse" the die for that
player. Every roll under 11, we add 10 and every roll over
10, we subtract 10. It helps a lot. I could have used a 1
as a 20, a 2 as a 19, and so on, but it is much more
complicated than adding (or subtracting) 10 on the roll.
I would suggest to any unlucky player to use this technique.
And sometimes, it makes the game funnier, when the high
scores start appearing and the player still "inverses" his
die roll...
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