Roleplaying Tips Weekly E-Zine Issue #286
7 Tips On Crafting Dynamic Relationships For NPCs
Contents:
This Week's Tips Summarized
7 Tips On Crafting Dynamic Relationships For NPCs
- Give Every NPC A Purpose
- Interact With World NPCs
- Love And Romance
- NPCs And Influence
- NPC As Plot
- When In Doubt, Do It To The NPC
- NPCs In The Party
Readers' Tips Summarized
- Mass Dice Roller
From: Loz Newman
- Player Blogs From: Avlor
- Pocketmod - Dungeonmod
From: Master Yogurt
- Using Tarot For Designing Or Playing
From: Lea H.
- Game Table Plans From:
Chris Heismann
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EN World GameStore Opens Its Doors
Now Open! The EN World GameStore has opened its doors for
all of your gaming needs. From PDFs to software packages,
the EN World GameStore has all of your download needs.
Introducing the New Pick 'N' Mix, you can build your
notebook of gaming material containing just the right things
for any situation. Only at the EN World GameStore will you
find Dave Arneson's Blackmoor on PDF!
EN World GameStore Opens Its Doors
Return to Contents
A Brief Word From Johnn
Shackled City?
I picked this item up the other week and have been thumbing
through it. It looks like a great, high fantasy, action
filled campaign. Is anyone running it? How has it gone so
far, and how well has the book served your GMing needs?
If you're not familiar with the mega-module, here's the
scoop:
Dungeons & Dragons: Shackled City Campaign at RPG Shop
I also have been reading the World's Largest Dungeon (WLD):
Worlds Largest Dungeon at RPG Shop
Interestingly, WLD has spawned a couple Yahoo Groups, a fan
site, many threads on various discussion boards, and an MP3
campaign log for one UK group. Wow.
If I ever started a second D&D campaign, I think I'd opt for
one of these two. It would be a tough call to choose between
them though.
Catching Up On E-mail
I'm a couple weeks behind on e-mails, but will be getting
back on top of things soon (fingers crossed). Thanks for
your patience if you're waiting for a reply!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Inspiration Run Dry?
Stop over to your favorite electronic vendor and check out
Seeds, a line of adventure ideas for all genres of
roleplaying. These inexpensive PDFs offer GMs the spark that
leads to adventure with four pages of adventure ideas in
Fantasy, Modern, Supers, Sci-fi, Pulp, Post-Apocalyptic, and
Horror. Check out our latest additions, Seeds: Horror IV and
Seeds: Modern I-V Compilation.
www.exp.citymax.com
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7 Tips On Crafting Dynamic Relationships For NPCs
A guest article by Ria Kennedy
NPCs are an essential game device, and it's important to
figure out how to get the most out of them. Following are a
few quick tips to help you build dynamic NPC relationships.
Return to Contents
1. Give Every NPC A Purpose
Every existent NPC should have a purpose. You have better
things to do than waste time on unnecessary NPCs. For
example, if an NPC exists to advance the plot or ground the
world, that has value and makes developing the NPC
worthwhile. If you find yourself building an NPC without a
purpose, then stop and try to assign the character game
value. If you can't figure out a purpose, put the NPC aside
and work on another, more important one. If you end up with
idle time before next session, feel free to pick up
unfinished non-player characters and resume building.
Unless a character is going to make your session, story, or
world a better place, don't waste time on them.
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2. Interact With World NPCs
This type of non-player character is critical to PC
advancement. How can a PC have a great destiny, unless he or
she is going to meet or try to kill the most important
people in the world? It seems obvious, but how many games
have you played where you're supposed to save the world, but
you never meet anyone who runs it? And I don't mean just to
meet them as an errand boy. I mean, meet them as a loyal
vassal, ally, advisor, decrier, spy, or treacherous enemy.
It's frustrating to always be a puppet of forces you cannot
control, and you should reward PCs by letting them gain the
attention of important people.
Build world important NPCs and be prepared for them to
interact with the party when the time is right.
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3. Love And Romance
Avoid crafting NPCs just for romance as this is a risky use
of your planning and preparation time. This type of
character requires special management, and boy, what a waste
of time if the NPC or PC isn't interested. In addition, NPCs
built purely for romance tend to be fluff, one dimensional,
and inadequate. They often also lead you to design rigid
encounters where PCs have few choices and resent it.
Instead, focus on building NPCs for other purposes and let
relationships evolve in a natural way, if there is any
romance at all. Alternatively, build romance as a second
purpose for the NPC--if the romance falls flat during
gameplay, the non-player character will have another purpose
to fall back on. This saves the NPC's credibility and keeps
them around for potential changes of heart should you wish
it.
For example, a travelling PC falls for the tavern wench.
Well, he's only going to see her when he goes to that town.
But, I say, what other uses could this NPC serve? If I have
to manage the wench, I want it to be worth my while; I'll
turn her into a rumor mill, and employ her to disseminate
information to the party.
A tickle and a cuddle do not an NPC make, and these
characters should be off-stage NPCs, if they exist at all,
or they should be made to serve the campaign in other ways
to preserve their worth and your time.
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4. NPCs And Influence
Ah, here we are, the crux of role-playing--and also its
bane. How many NPCs are allowed to influence PCs, but how
rarely are PCs allowed to influence your NPCs? This is going
to tell you how developed your game is. In games where PCs
can inspire, forsake, and otherwise reap the consequences of
their actions and words, NPCs have untold potential.
An NPC-as-signpost serves no purpose other than to point to
the nearest dungeon, and your game is going to be one
dimensional as a result. Granted, the NPC signpost always
serves a purpose, but couldn't you flesh that NPC out a bit
more? For example, you might make him a recurring character
and give him a purpose of mentor. An NPC mentor gives
advice, and reasons with or argues with the PCs, rather than
just giving directions.
Something else to consider is how your PCs treat others and
how this leads NPCs to influence one another. If a PC is
nasty, the King's advisor likely won't have anything nice to
say to the King about the PC. However, if the PCs do
something to gain the advisor's trust, maybe she will step
in and try to persuade the King on behalf of the PCs at an
important future junction.
Perhaps a PC creates an enemy or does something for someone
who returns the favor by going out of their way later to
impart a warning. If a PC earns a nemesis, that NPC is
likely to gather its resources and influence other NPCs to
settle the score. Alternatively, if a PC does something nice
for someone, that person may feel indebted to the PC. As
they say, we reap what we sow.
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5. NPC As Plot
(Rubbing hands gleefully.) One of the best and easiest
things to do with NPCs is give them a complication. This
might manifest in their personality (arrogant and prideful,
afraid of rats, soft-hearted) or as a quest-worthy need
(looking for their mother). NPCs with complications make it
possible to intertwine the PCs and cook plots from.
[Johnn: good tip, Ria! NPCs with complications feel three
dimensional and are a great way to propel plots without
making the game feel contrived. Here are 100 event ideas
from my book NPC Essentials that
make great NPC complications:
- A feud (family or otherwise) began
- A feud (family or otherwise) ended
- Acquaintance died
- Acquaintance had a life-threatening illness
- Acquaintance had a major accident
- Acquaintance had a minor accident
- Acquaintance had a minor illness
- Acquaintance was kidnapped
- Acquired a new class
- Acquired a new enemy
- Acquired a new level
- Acquired a new skill
- Acquired a sum of money
- Adopted a child
- Attended a festival, fair, market, or sporting event
- Best friend died
- Best friend had a life-threatening illness
- Best friend had a major accident
- Best friend had a minor accident
- Best friend had a minor illness
- Best friend was kidnapped
- Broke off an engagement
- Broke up a relationship with a friend
- Changed alignment
- Changed their job
- Close family member had a life-threatening illness
- Close family member had a major accident
- Close family member had a minor accident
- Close family member had a minor illness
- Close relative died
- Close relative was kidnapped
- Discovered they owned something valuable
- Distant family member had a life-threatening illness
- Distant family member had a major accident
- Distant family member had a minor accident
- Distant family member had a minor illness
- Distant relative died
- Distant relative was kidnapped
- Ended an intimate relationship
- Enemy died
- Evicted
- Experienced a haunting or supernatural event
- Failed to get a raise or promotion
- Fended off recruitment (military, political party, press gang)
- Friend died
- Friend had a life-threatening illness
- Friend had a major accident
- Friend had a minor accident
- Friend had a minor illness
- Friend was kidnapped
- Got a divorce
- Got engaged
- Got married
- Got revenge
- Great performance done or great masterpiece created
- Had a birthday
- Had a child
- Had a miscarriage
- Had a visitation from their deity
- Had an anniversary
- Had to appear in court as a defendant, plaintiff, or witness
- Had trouble with their boss or co-workers
- Home burned down
- Homeless for a period
- Inherited something trivial
- Inherited something valuable
- Is expecting a baby
- Lived through a change in government, union, guild policy, or law
- Lived through a crime wave, uprising, revolt, rebellion, or Coup
- Lived through riots, political unrest, or demonstrations
- Loaned out money and was never repaid
- Lost money gambling
- Lost their job
- Made a major enemy
- Made a new acquaintance, friend, or best friend
- Met a famous person, noble, or ambassador
- Moved to a better home
- Nearly killed in a street fight
- NPC died and was brought back from the dead
- NPC died and was not brought back from the dead
- Pet became lost as was found
- Pet became lost as was not found
- Pet died
- Put on (academic, job, criminal) probation
- Received a message from a distant acquaintance, friend, best friend, or relative
- Small fire at home, no major damage
- Spent time as a convict
- Started a new hobby
- Stopped a crime (rape, extortion, blackmail, bribery, robbery, etc.)
- Stopped speaking to a close relative, distant relative, or acquaintance
- Vegetable garden had an unusual yield
- Was attacked by a monster or wild animal
- Was interrogated by the inquisition or local authorities
- Was recruited (military, political party, press gang)
- Was robbed of something trivial
- Was robbed of something valuable
- Was robbed of something with sentimental value
- Witnessed a murder
- Won a prize at the local fair
- Won money gambling
]
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6. When In Doubt, Do It To The NPC
A player character is the possession of the player. I can't
think of many reasons that are compelling enough to do
something to the PC to erode the player's possession of it,
as this cheapens the notion of free-will and limits player
enjoyment. Also, PCs are notoriously unreliable--if you
expect them to go right, they will go left. Therefore, at
nearly all times, do it to the NPC instead. If the PC and
NPC are close, this will be like doing it to the PC anyhow.
The exception to this is PC destiny, but that is still under
player power; you only have control over the situations.
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7. NPCs In The Party
Finally, and most importantly, how do you decide if an NPC
should be in the party? You have to relegate it to the NPC,
who should fit into one of these categories:
- Buddy: Loyal friend and side-kick, should travel with
party helpmate: friends with the PC, but has specific uses.
NPC only comes out if their skills can be used.
- Plot NPC: Serves a plot or campaign purpose, and should
appear to set this purpose in motion. Whether they are also
a buddy or helpmate is up to you; they can be walk-on/walk-
offs or recurring.
- Locale NPC: This person stays in a certain area and is
only seen if the PCs are in that area.
- Important NPC: Only comes out when something important is
going on that needs their attention, or if the PCs have
befriended them (after all, the PCs can be important too).
- Recurring: Maybe the PCs seek them out, maybe they seek
the PCs out, but apparently the interests of the recurring
character coincide with the PCs.
* * *
Try to be as transparent as possible when managing NPCs. It
should not be obvious that these are your playing pieces,
though that is what they are. The quality NPC makes a
howling good story, whether inciting the PCs to good or ill,
by helping or hindering them. NPCs worth developing can be
millstones, milestones, or touchstones, and it is up to
their purpose and relationships to determine which.
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GM MASTERY: NPC ESSENTIALS
Winner of the Gen Con Gold ENnie, and rated 4.8/5 by
customers at RPGNow, NPC Essentials is a collection of tips,
techniques, and aids designed to help game masters inject
detailed NPCs into any roleplaying campaign. Inside, readers
will find advice on designing, roleplaying, and managing
NPCs during the entire lifetime of their campaigns. Also
included are NPC archetypes, encounters, charts, and a
complete example NPC-centric adventure. Written by Johnn
Four of RolePlayingTips.com and Dragon magazine's "GM
Toolbox" column, and illustrated by V Shane.
GM MASTERY: NPC ESSENTIALS at GM Mastery
Readers' Tips Of The Week:
1. Mass Dice Roller
From: Loz Newman
[Johnn: Loz has created an Excel utility to make a hundred
rolls of any dice combo you like. This is a great help for
PBeMs, mass battles, and preparing encounters. Thanks Loz!
Here's the download:
Mass Dice Roller.zip ]
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2. Player Blogs
From: Avlor
I enjoyed your article on blogging game sessions. I haven't
had the pleasure of DMing yet, but hope to soon!
It occurred to me, since DMs have a lot of prep work to do,
why not suggest a player keep the blog for the gaming
session? Players can be "kept busy" between gaming sessions
keeping the journal/blog up to date. This also gives the DM
a good clue if the players mis-interpreted or completely
missed something important. If the blog password is shared,
different players can take turns posting
One other tool our group uses is a forum/bulletin board.
This is our main form of communication between sessions.
Players plot next moves and the DM has a good idea what to
plan for. We post our treasure lists there and figure out
what is kept and sold. We set up our meeting dates (nice for
phone-phobes...yes I know several of them, including my
husband!), and we have areas set up for a couple campaigns.
If you decide to install a forum or a blog yourself on a
server, please keep the software updated. Hackers can and
will try to break into it. (Had a guest book hacked a few
months ago....)
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3. Pocketmod - Dungeonmod
From: Master Yogurt
re: Roleplaying Tips #283: Pocketmod
A few weeks ago, someone suggested the Pocketmod program as
an interesting tool for DMs to track information. I was
extremely intrigued by the program, and it was helpful, but
I felt that it had much more potential. Therefore, I've
created an addition to it I call the Dungeonmod. It adds
character references, some rules references, and more. I
thought other gamers might be interested in the addition,
which I've found useful recently. I'd love to continue
adding pages (I have eight in total so far), and if anyone
has any suggestions for more, then feel free to send them.
Love the e-zine! Keep up the great tips!
[Johnn: thanks Master Yogurt. Readers, you can download
Dungeonmod for Pocketmod here.
]
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4. Using Tarot For Designing Or Playing
From: Lea H.
Hi Johnn,
I have a tip for those who know anything about Tarot
Cards. I find that, as a Gamesmaster, I can use them to
plan out an adventure. With the simple Celtic Cross layout
you have:
- The current atmosphere
- The immediate problem facing the party
- The underlying currents
- The immediate past influence, which is passing away
- The next influence, which is about to become important
- The current emotional atmosphere that the party holds
- The environment
- The PCs' hopes and fears
- An expected resolution
Also: the furthest from the party's mind (bottom of the
deck) and hidden influences (Reversed cards that did not
show up in the spread).
All this gives more than enough to get the mental juices
flowing. Also, the cards as presented can be laid out for
the party as if they were consulting a seer.
As a player, I have used this to good effect as well.
I show up for the game without knowledge of the plot,
but after laying out my spread, I have hints as to
what is coming and even some suggestions to how to
handle the problems in character.
Just for the record, my readings as a player of games
over the last 2-3 years have averaged about 85%
accurate. It has gotten so that the other players
don't want to start until I have made my reading. Some
comments have been:
"Oh boy, it looks like a journey by water this time."
"Oh no! Don't tell me the Tower showed up as hopes and
fears! I'm going home now...."
"Oh, looks like some romance coming for somebody...."
"What do you mean there may be a thief in our midst...who is
it?"
"You laid out 6 major arcana? I guess nobody but the Gods
will be in control this game."
"Oh, the Knight of Swords again? That will be Sir Alain...."
"Looks like we get to deal with both the King AND the Queen
today...."
As the comments show, everyone finds these prophesies
amusing and worth the extra time. Sometimes, the
reading is very close and sometimes not so close, and
with the players doing the interpreting, there can be
differences of opinion as to what the cards *really*
meant. Comments made while the players are trying to
decide what the prophesy means have also sparked some
improvisation from the Gamesmaster on occasion too.
Instructions
A reversed card is created during the shuffle stage. I
commonly place the shuffled cards down on the table, pull
off 3 stacks of cards, and turn over the top card on each
stack. Each of the top three cards gets turned upside down.
This either reverses their meaning or lessens the effect of
the meaning.
After the reversals, I place the deck together and shuffle
again, then recut to ensure a randomness of all cards.
Some people do not do the reversed cards, but I always start
with the deck pre-sorted to be in the same direction. With
tarot cards, this is easy because they have pictures on the
face. Some tarot cards are not done this way though, and it
might be hard to determine top and bottom. I recommend the
Rider-Waite Deck as a starting deck because the images are
easy to learn, easy to orient, and they give a visual hint
about their meanings.
You can also use a set of playing cards, but they will lack
the Knight in each of the 4 four suits and the Major Arcana.
As to the layout, normally there is a significator card, but
I do not use that. That card would be one that is symbolic
of the person or group asking for the reading. If it is
used, it goes into the center of the "spread."
The way I was taught places the first card over the
significator and the second across the first. The first card
is the general atmosphere which covers them (1), the second
'crosses' (2) the significator. This crossed card has both
meanings read, as that is the opposing forces for good or
evil. I always place the next four cards around the central
cross in the order of above(3), below (4), behind (5)(left),
and ahead (6)(right). Some books call for a different order
of placement, but whichever way you do it, stay consistent.
The meanings of the cards are read as: (3) the current
influence that is known, (4) the current underlying
subconscious influences or foundation, (5) the immediate past
and influences that are passing away, (6) an influence to be
felt in the near future.
The cards now form a cross thus:
(3)
(5) (1)/(2X) (6)
(4)
The next four cards are placed to the right of the cross and
create what some call the mace. They consist of 4 cards
that run from the bottom to the top thus:
(3)
(10)
(5) (1)/(2X) (6) (9)
(8)
(4) (7)
They are feelings (7), environment (8), hopes and fears (9),
and outcome or fulfilment (10).
I also turn over the deck to see the bottom card, which I
call the furthest from their mind. I then go through the
deck to find any reversed cards not in the spread. These are
influences that do not impact directly, but still indicate
some 'behind the scenes' manipulation.
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5. Game Table Plans
From: Chris Heismann
I have uploaded my initial plans for my Custom
Game Table to the GMMastery Yahoo Group's files area as a
PDF.
Look for the file titled "Game Table.pdf"
There are several things that aren't on the plans, or are
not clear on the plans, so I'll explain them here. It is a
two level table top, with the upper level being reserved for
the GM, and the lower levels for game materials, drinks,
papers, pencils, and the like. To get it into the game room
in my basement, the legs are removable, which means I'll be
able to (somewhat) store it if I need to. To help keep my GM
books organized, there is a separate book "caddy" that I
elected not to build into the table, so that I could move my
books around easier, if needed.
Each player station will have a dice cup and drink holder.
They are sized so that players can stack 2-4 typical size
game books on one side of their station, and still have 20"
of "desk" space for writing, etc. By having the player
stations divided, as well as extending under the main top, I
hope to give each player the space to place their books and
stuff without crowding onto my "GM only space," and to keep
them from competing with each other for space.
I wasn't originally going to have the player stations
divided, figuring that the dividers would cause me to lose
some flexibility in group size. Then I realized that my
preferred number of players is between 5 and 8--any more
than that is a pain. Having a set number of stations gives a
very clear picture on whether or not there is space in the
game for another player. I once had a game group grow to
fifteen players (finally stabilized at 11, then later dropped
to 9) because I couldn't turn away new players. The thinking
of the group was that as long as there was room in the
garage, then it was ok to invite another player. Since it
wasn't my house, I didn't have as much say in who could show
up as I liked. So, along with the new table will come a new
policy: I have seven players max, and if there's an empty
seat, you can talk to me about inviting a new player in. If
the table is full, wait till someone drops out.
Another thing that isn't on the plans is the fact that the
GM's station will have built-in outlets to power my laptop
from. The underside of the table will have 2-3 equally
spaced outlets for player use - they'll have to reach/crawl
under to plug in, but they'll be able to get power without
having to run a cord to the wall and creating a trip hazard.
Since my players only occasionally bring a laptop, it's not
too important (right now). I was toying with the idea of
putting speakers in the table as well, but have decided
against that.
The glass inserts are sized to hold a 2*3 grid (6 sheets) of
letter size paper, which is the typical size on which I
print my CC2 maps. One of the inserts will probably have a
semi-permanent battle grid under it, while the other will
probably change from session to session with a relevant map.
Later, I *may* mount LCD monitors under the glass.
Somebody mentioned the idea of pencil drawers. I like that
idea. If I can find some that are sized right and it doesn't
interfere with the clearance of the table, I may add those
at some point. That way, I know each station will have a
supply of pencils come game time.
The carpenter I am working with on this has expressed
interest in doing more tables like this. We're talking about
splitting the cost on a smaller five person version and
taking it to one of the local game conventions to get some
feedback on whether or not it would be a new customer base
for him. If that happens, he and I will probably set up some
standard, yet semi-customizable plans, and have some
standard pricing for them. But first he has to complete
mine....
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Tunnels & Trolls 30th Anniversary Edition
One of the true legends of the industry, Tunnels & Trolls
was the second fantasy roleplaying game released to print,
and is now ready to celebrate its 30th anniversary. With a
revised and expanded rules system, full-color rulebooks,
cardstock character and monster counters, maps, dice, and
other surprising goodies, this 30th Anniversary release is a
true gift for long-time Tunnels & Trolls fans and new
roleplayers alike.
Tunnels & Trolls 30th Anniversary Edition at RPG Shop