Roleplaying Tips Weekly E-Zine Issue #328
The NPC Factor, Part 1
Contents:
This Week's Tips Summarized
The NPC Factor, Part 1
Readers' Tips Summarized
- Bonfire Night
From: Angie Leach
- Odd Celebration To Inspire Your Campaigns
From: Darryl
- Making Rules Look-Ups Faster
From: Loz Newman
- Con Scenarios
From: Tommi Brander
- Dealing With Player Absence And Turnover
From: Leslie Holm
- Roleplaying Recreational Events
From: Jenette Downing
- Discouraging PvP
From: kurtiswarr
- Crafting Your Own Miniatures
From: Joel Patton
- Add Barter To Your Campaigns
From: Kit Reshawn
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A Brief Word From Johnn
You Have Spoken
Thanks to everyone who voted and provided feedback in the
inline vs. linking reader survey. The results were
overwhelmingly in favour of keeping the content of articles
and tips in each issue rather than posting them to the
website and providing links.
In combination with a previous poll on plain text vs. HTML,
the e-zine e-mailed version will be staying the same - plain
text with articles and tips inline.
In these matters, I'm pretty flexible on how I do things, so
it's really up to you. I appreciate your votes and feedback
because it gives me good direction on how you want the
e-zine to be. I have more polls planned in the future, so
beware, lol.
A Warning About Allergies
re: Roleplaying Tips #327: Classic Tip: Sense of Smell
In Classic Tip: Sense of Smell by Guillaume T. Boily from
the last issue, he suggests using perfume, air fresheners or
incense to evoke a certain mood that the players will come
to associate with either a place or a certain character.
This is a neat idea and easily implemented, but....
Before doing so, make sure one or more of your players isn't
an asthmatic. Perfumes and such can easily trigger an asthma
attack in a person sensitive to them.
Check with your players before trying this tip. You may be
surprised to learn something about one of your players
previously unknown, and a simple five minute conversation
can save a trip to the hospital.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Return to Contents
The NPC Factor, Part 1
by Mike Bourke
There is an art to making good NPCs. Most referees - and I
used to be one of the crowd in this respect - barely manage
to scrape by from week to week. Life becomes a never-ending
battle to have NPCs ready for the next game session.
The reason is that GMs build their NPCs to the same
standards they expect from their PCs, even when this is
completely unnecessary. This article is intended to take
some of that work off the GM's plate, by outlining some
procedures for bypassing unnecessary work, leaving more
time to polish other aspects of the game for the next
session. It is divided into three parts: NPC Creation, NPC
Development, and NPC Maintenance.
PART I: NPC Construction
Step 1: Specify The Cart, Not The Horse
When faced with the task of creating a new NPC, the first
questions to be asked are, "What do I want this NPC to do?"
and "What do I really need to know about this character?"
Most NPCs don't have to be fully fleshed out. An NPC
shopkeeper, for example, has only one or two essentials that
need to be specified to fulfill his role in the scenario:
how good he is at bargaining (usually a skill), and how
greedy he is. He might also need to have capabilities at
appraising objects offered for sale.
If you were generating him as a PC, you would decide his
characteristics, then allocate his skills, then determine
total ability in each area of expertise, and so on. This
principle is pretty much the same regardless of game system.
But it's extremely unlikely you will need to know how much
the NPC can lift, or what his preferred weapons are; so why
go to all this effort? Why not just allocate a reasonable
ability total for his bargaining ability and appraise
ability and rate his greed on the same scale, and leave
everything else blank?
In general, I will rate the character's effectiveness on a
scale of 1-5 in their field of endeavour; a "5" is world-
class, a "1" is pathetic/novice/amateur/whatever. This
number gives me a basis on which to judge the character's
competence in specific areas. I then specify three-to-five
things that I need to know about the character and ignore
everything else, at least for now.
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Step 2: Wagon Wheels
Wagon wheels, to expand the cart metaphor, are what support
the cart. What the wagon wheels will be for any given NPC
will vary by game system, but are usually the stat on which
the specified abilities depend. There will rarely be more
than one or two items for each of those three-to-five
specified fundamentals, and often there may be several
fundamentals that are common to more than one. The
combination of 1-5 competence rating and these fundamentals
then let you assess anything else you need to know.
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Step 3: A Lick Of Paint
Decide what the character looks like. What could you tell
about the NPC just from looking at him? You can be as
detailed as you like, but in general it's better to give a
general, one-line description.
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Step 4: Decoration
Add at least one thing that makes this character memorable
and different from any other. This might be an extension of
the character's description, a speech pattern/accent, or
idiosyncratic behaviour.
It doesn't have to make sense. I once used "Temperature
drops 10° in his vicinity," and another time specified
"Drow, wears beard Dwarven-Style." The players can (and
will) read anything they want to into this. They might
decide it's literally true, and that the NPC is another
species/race passing himself as human, or that he's wearing
a magic item, or that he has a frosty and unwelcome
personality, or that he's sinister (and if the PCs ask "do
you mean that literally?" you can respond "What do you
think?").
Another good technique is to take an adjective that is
usually applied to one particular part of the anatomy and
apply it to another; instead of "twisted lip" use "twisted
ear"; instead of "blue eyes" use "bluish lips."
You should also give him a name at this point, if you haven't
already done so.
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Step 5: Terrain
Where is the NPC and what are his surroundings and
circumstances? A line or two is quite sufficient in most
cases. It's better to be brief and memorable. "Well-stocked
shelves and stained-glass pictures showing images of birds,"
for example.
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Step 6: Resources
You will usually need to have some notion of the resources
available to the NPC. You don't necessarily have to spell
out what they are, you don't even need an exact monetary
value - just some indication.
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Step 7: Implied History
Consider the different elements you've crafted for the NPC
so far, both singly and in combination. You will often find
other aspects of the character and his surroundings implied,
and this starts to give depth to the character's background.
For example, a greedy shopkeeper with a well-stocked shelves
suggests that prices are very high. If the character is
supposed to have been eking out a living from his trade,
either he stocks things others don't and deals with
opposition in some effective manner - legal or otherwise. He
might have another source of income or exclusive trade
agreements. Perhaps his pride is so great he prefers to
starve rather than lower his prices, or maybe one of these
things has recently changed, and the character has not yet
reached the point of being forced to lower his prices.
A line or two spelling out some of this implied history is
extremely useful.
One key item to establish at this point is the character's
reputation - both locally and within his profession. Since
this reputation is going to derive from the character's
implied history, it should either accord with or extend that
history.
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Step 8: Encounter
When the PCs finally encounter the NPC, the referee should
make a brief note concerning the personal relations between
the two. Were the PCs generous? Were they miserly? Did they
get caught stealing from the NPC? Did a PC and the NPC argue
for whatever reason? This information is invaluable if the
NPC is ever to be encountered again.
* * *
Next week, stay tuned for Part 2: NPC Development and NPC
Maintenance
* * *
Related Links:
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Readers' Tips Of The Week:
1. Bonfire Night
From: Angie Leach
Hi Johnn,
As an aside to the subject of unusual customs, can I add
that, in this part of Somerset where I live, around the week
of Bonfire Night we also celebrate with a series of
magnificent night-time carnivals that are reckoned to be
some of the finest in the world, staged by various towns.
The spectacular carnival carts (called "floats" by
outsiders) are built on different themes, during the year,
by different carnival clubs, and are the subject of great
secrecy and intense rivalry between them. They compete for
cash prizes, and the great prestige of winning, in various
classes.
As this part of the country has always been a bit on the
rebellious side, it's not even clear whether the carnivals
are to celebrate the fact that Guy Fawkes was caught and
executed, as to celebrate the fact that he actually tried to
blow Parliament up in the first place!
It seems to me that the whole idea could make a very
interesting plot, especially if interwoven with something a
little more sinister.
Hmmm. Must go! This gives me an idea....
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2. Odd Celebration To Inspire Your Campaigns
From: Darryl
Found at: Frozen Dead Guy Days
Frozen Dead Guy Days is an annual celebration held in the
town of Nederland, Colorado.
In 1989, a Norwegian citizen, Trygve Bauge, brought the
corpse of his recently-dead grandfather, Bredo Morstel, to
the town of Nederland. When Trygve was deported from the
United States for overstaying his visa, his mother, Aud,
continued on in the shack, keeping her father's body
cryogenically frozen behind her unfinished house. Aud was
eventually evicted from her home for living in a house with
no electricity and plumbing, in violation of local
ordinances. At that time, she told a local reporter about
her father's body, and the reporter went to the local city
hall in order to let them know about Aud's fears that her
eviction would cause her father's body to thaw out.
The story caused a sensation. The city passed a new
ordinance outlawing the keeping of human body parts in a
residence, but because of the publicity that had arisen,
they made an exception for Bredo, a grandfather clause. The
local Tuff Shed supplier built a new shed to keep him in. In
honor of this event, the town holds an annual celebration.
Frozen Dead Guy Days is celebrated from Friday through
Sunday on the first full weekend of March. Coffin races, a
slow-motion parade, and "Frozen Dead Guy" look-alike contests
are held. A documentary on "Grandpa Bredo", called Grandpa's
in the Tuff Shed, is shown. A newer version of the film,
Grandpa's Still in the Tuff Shed, was premiered in Nederland
on March 7, 2003.
Other events include a tour of the Tuff Shed where Grandpa
is still frozen; a "polar plunge" for those brave enough to
go swimming in Colorado in early March; a dance, called
"Grandpa's Blue Ball"; pancake breakfasts; a market
showcasing local artists; snowshoe races and snow sculpture
contests. Glacier Ice Cream, headquartered in the nearby
city of Boulder, makes a flavor specifically for the
festival (named, appropriately enough, Frozen Dead Guy),
consisting of fruit-flavored blue ice cream mixed with
crushed Oreo cookies and sour gummy worms.
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3. Making Rules Look-Ups Faster
From: Loz Newman
Want to speed up searching for a particular section of the
rules/information? Spending too much time searching the
index for the page number, then fumbling to find the page
belonging to that number? Is your GM binder lacking
an index? Stick-on index tabs too costly/fragile/small?
Solution: Add some color to the outer edges of the pages in
question to help zero in on the desired section in a snap.
- Designate Colours
Decide on a color for each section of the rules/information.
Find felt tip pens in those colors.
Suggestion: use appropriate colors to encourage
memorisation. i.e. Assassins = black, Orcs = dark green,
Druids= light green, Legions = blood-red, Pirates = sea
blue, Royal Family = Purple, Technology = steel grey.
Suggestion: Keep a few oddball colors (ochre, orange, lime
green ) in reserve for things like PC creation, the list of
spells/potions, etc.
- Mark the colour boundary
Take your rules-book/GM binder, hold it firmly shut and run
a pencil across the right-hand edge of the pages (i.e.
front-to-back, not top-to-bottom) 5cm from the bottom right
corner. This will help you keep the coloring neatly aligned.
- Colour the page edges within the boundary
Now open the book/binder and pinch between the fingers of
your off-hand all the pages of one particular section,
taking care to line up the lower right-hand edge. Color with
a felt tip pen (of the color previously decided on), the
edges of that section from the bottom-right corner to the
pencil line previously mentioned.
- Repeat for each section
Repeat for the other sections you've decided on, with
the colors chosen for those sections. The pencil line limit
should ensure that multiple sections of color will lineup
nicely (purely for aesthetic reasons).
- Create a key/legend
Use Excel to create a list of squares of the colors used and
the names of the sections associated with that color and
paste it onto/into the front or back cover as a reminder,
should you need it.
Caveat: This doesn't work well with sections below 5 or so
pages (not enough surface area on the edge of the pages for
the color to stand out), and should only be used on static
sections of loose-leaf binders (e.g. sections of
cultural/racial information) that won't get moved around.
Here's a photo of one I made earlier:
Color Coding Tip.jpg
As you can see, a fleeting "reminder" glance at the list of
colors/sections on the front cover allows me to dive into
their desired section as fast as my fingers can fly....
Time invested: roughly 20 seconds per section, plus two
minutes to gin up the index list, print it and glue it. Time
saved: multiple minutes, and counting.
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4. Con Scenarios
From: Tommi Brander
Con Scenarios don't need to be railroaded. For example, an
excellent Burning Wheel demo called the Sword is very
loosely defined. The starting situation is that a group of
adventurers (the PCs) have wandered through horrible dungeon
and finally found the powerful magical sword they were
looking for.
Burning Wheel Wiki
The trick is that each character has a reason for wanting
the sword for himself. An explosive situation means that
railroading is totally unnecessary.
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5. Dealing With Player Absence And Turnover
From: Leslie Holm
We've all be faced with it. One player's life gets over-
active and he misses every other session. Players drop out
and new ones join up.
In our game, the characters all pooled their money and
purchased a home/business in a centralized city. They 'hung
out a shingle' and announced to the world at large they were
adventurers for hire. Now that their reputation has
increased, people are coming to them.
Each session is episodic now, ending with the accomplished
quest and the characters returning home. This way, absences
are easily explained. If a player is unable to make a
session, his character remains at home for one reason or
another, or he might be off visiting family as the others go
on business.
In addition to providing a reasonable explanation, it also
provides incentive to make each session, as the absent
player receives no XP (or share of any treasure) for that
quest. Watching the others level up encourages regular
attendance.
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6. Roleplaying Recreational Events
From: Jenette Downing
No matter the genre, many times PCs will be out on the town
and watching spectator sports from arena combat to chariot
races to impromptu duels between swashbucklers.
Rather than orate several paragraphs of description and
action the players are only witness to (after all how much
fun is it to hear about NPCs battling while you're on the
sidelines?) stick the players in charge of the NPCs for the
event.
In my most recent game, the players were witnessing a
chariot race (which was a lot like controlled brawl around
the track) and as a change of pace I used several
pre-generated racers for the players to choose from. The
resulting interest in the event was definitely improved, and
the players enjoyed the change of pace.
This also provides far more interest for players making side
bets on events. After all, if the players get to control the
team of gladiators (or monsters, depending on their
preference) taking on the caged, half-starved griffons,
they're much more likely to toss down some coin and come
back for more. (Just make sure they have to play as whoever
they bet on, for obvious reasons.)
A few ideas that will work in most any genre:
- Racing, be it a high tension street race between a few
NPCs at the local bar or a foot race through the goblin
canyons by some loud- mouthed, braggart guards.
- Combat from modern day pitfights and boxing matches to the
more traditional gladiatorial arenas. This is a good way to
toss in some action without leaving the less combative
characters at the hospital or spending the night in the
dungeon (or jail).
- Sports events, be it modern day sports the players love,
or the more medieval versions like "foot brawl" or Scotland
Rock Tossing (seen in the movie Braveheart).
- A contest of magic between two well-known wizards (or a
gun trick competition).
For more action sports concepts for heroes to participate in
(or play as NPCs in) check out Rifts Sourcebook 10 Juicer
Uprisings. The sports, such as Death ball, can add spice to
any gaming world.
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7. Discouraging PvP
From: kurtiswarr
Hello,
This is my first tip to you, hopefully no one else has
thought of it yet. I've been reviewing your archives and had
an idea regarding the problem of players killing each
other's characters in the game instead of playing.
You could have a spell or curse placed on the player
characters that, if they harm another player's character,
their character will take that damage or be the one that is
slain. So, if a player has his character harm another
player's character it will be their character that would pay
the price.
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8. Crafting Your Own Miniatures
From: Joel Patton
re: Roleplaying Tips Issue #326: Craft Clay Critters
Hi Johnn,
I read with interest the Craft Clay Critters tip in this
week's newsletter. In lieu of clay or Play-Doh, there are
more permanent options.
A good choice for beginning sculptors is Super Sculpey II.
It's available in a 5-pound block from your neighborhood
crafts store or superstore. The advantages of Super Sculpey
II are that it's easy to work and you can change detail up
until it's fired in the oven. The disadvantages are the
same. :)
If players are interested in taking things even more
seriously, they could invest in Knead-A-Tite 2-part epoxy
putty, also known as "green stuff." It's the primary
material used to make the master copies of the miniatures we
all know and love.
For either medium, it's a good idea to make a wire armature
(or skeleton) to support the final sculpture.
A good resource for learning how to sculpt miniatures is the
1listsculpting list, a Yahoo group:
The members range from amateurs to seasoned pros
(including the guy who discovered that green stuff made a
perfect miniatures medium). The FAQs include information on
supplies and basic sculpting techniques, and members are
friendly and helpful (particularly if you've read said FAQs
;). There is also a database of suppliers for green stuff,
organized by country.
I recently updated my site with my first sculpt (circa 1999)
in Sculpey:
minutiae-minis.com
Thanks, and keep up the good work.
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9. Add Barter To Your Campaigns
From: Kit Reshawn
One thing people commonly talk about is putting in
additional common items for rewards rather than coins or
usable items. This is actually one of the best suggestions
you can take.
The vast majority of assets people have are things, not
coins. Think about all the things a typical person owns
today. Clothes, furniture, house, car, art, collections,
supplies. Even if a person does have a lot of money, it is
rare for them to have a lot of it on hand, with most of that
money tied up in bank accounts and investments.
You can take this a step further, especially if you are
doing a fantasy setting. Currency being readily available is
a modern development, and most nations in the past had a
severe shortage of coins. It would be a rare event for the
common person to see money. Mostly, nobility and merchants
dealt with it, and storekeepers would see it from time to
time. Most people had to make due with barter systems.
It is easy to make barter the rule of your world. Almost
every system has the skills needed to run a barter
encounter, and you can roleplay the encounter instead, if
your prefer.
Substitute money with items and keep notes on how much those
items are worth for reference during bartering. When the PCs
finally get their loot to town for sale, instead of getting
cash for what they sell, they get other items.
Keep in mind that sometimes it is impossible to barter.
Perhaps the family needs its horse to make a living. Maybe
the local baron has all the art he wants. This allows for
more roleplaying as your party needs to not only find
someone who can afford to barter for what they have, but
also has to find someone who wants it.
The side effect of this is that currency becomes a more
valuable asset. While people can debate the value of a
horse, painting, or sword, it is hard to debate over how
much a coin is worth; an ounce gold coin is worth an ounce
of gold. As a result, coins are accepted by everyone,
because you can immediately trade it for what you need, and
it has a concrete worth. It is quite possible this advantage
will allow for a discount in cases where cash is used.
There is a disadvantage to coins however: they are heavy. It
is hard to carry around many coins at once. An attractive
alternative to coins is rare gems. Like coins, gems tend to
have a stable value. At the same time, a small gem can be
worth much more than many, heavy coins, making them a
nice, portable way to carry wealth.
Even gems have a disadvantage though. It might be difficult
to find someone who can barter at the worth of a full gem,
especially a particularly rare one. As a result, clever
players will carry both gems and some cash.
Things to keep in mind:
- More barter makes appraise and barter skills more valuable
to players, which will impact the amount of progression they
can make in other skills. If players do not progress much in
these skills, they will need to pay someone else to appraise
things for them (and hope they aren't swindled in the
process).
Keep in mind that not all merchants are equally good at
telling the value of items and haggling. Rich merchants are
much more likely to be good at these tasks while poorer ones
will have problems.
- Players might be able to work out a deal with some
merchants to get rid of loot, even if the merchant doesn't
have anything they want or cannot pay the full value right
now. Instead, he takes what they have now and extends them
credit. This is especially fun if the PCs come back to the
same area repeatedly, and can be a good plot hook for some
adventures (such as making a deal with an untrustworthy
merchant).
- In barter worlds, coin is king. Coins can be used to do
almost everything. Ever tried to bribe a guard with a
tapestry? It doesn't work too well. A few coins, however,
will quickly get him to look the other way. Everyone accepts
coins, and the most valuable things are only for sale to
those with significant amounts of coin. As a result, players
should probably try to keep the coins they do manage to get
a hold of in reserve for emergencies, such as needing to buy
some rare item to save a friend's life or to bribe the local
nobility to let them into the forbidden fortress.
- Services can be bartered for, as well. Perhaps your party
doesn't have anything to trade for repairs on their
equipment, but they would be able to get the blacksmith to
do it anyway if they heal his sick son of the dreaded
wailing plague. The mage may not be able to afford that new
spell he has his eye on, but perhaps he can get it anyway by
allowing the store owner access to his spell book for a few
days.
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GM Mastery: Adventure Essentials: Holidays
From the Ennie/Gencon award wining writer of NPC Essentials
comes a new GM Mastery guide for holiday based adventures!
"This eBook is about helping you plan, prepare, and GM
better adventures. While you can use the information that
follows to craft interesting holidays, my main goal is to
help you use holidays as the backbone for campaigns,
adventures, and encounters. Holidays can be much more than
the minor quirk of your game world. With strategic design,
as outlined in the coming pages, you can transform holidays
into a vital GMing tool to create immersion, realism, and
most importantly, more fun in your game sessions."
-- Johnn Four
Holiday Essentials Overview:
Chapter 1: How To Design Compelling Holidays The first
chapter gives step-by-step instructions for building a
holiday. It helps you pick the right level of detail
creation as well, so that you don't waste time over-
planning, or don't get caught under-planning.
Chapter 2: Holiday Design Elements This chapter is your
holiday design toolset. It goes into detail about how and
what to design for each of the steps outlined in chapter 1.
Numerous examples are provided.
Chapter 3: GM & Campaign Advice Chapter 3 provides tips and
tools to help you design holidays and use the advice from
the first two chapters.
GM Mastery: Adventure Essentials: Holidays at RPGNow