Roleplaying Tips Weekly E-Zine Issue #329
The NPC Factor, Part 2
Contents:
This Week's Tips Summarized
The NPC Factor, Part 2
Readers' Tips Summarized
- Web Comics
From: The GMMastery Group
- Alignments: Get To The Basics
From: Nimpo Disciple
- LetThe Players Solve Your Mystery
From: Loz Newman
- Campaign Inspiration: Ideas For Regulating Magic
From: Kit Reshawn
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A Brief Word From Johnn
Marathon Session Huge Fun
After a week of long at hours work helping to build a new
website for my employer's upcoming sci-fi RPG for the XBox
360 [ http://masseffect.bioware.com ] I celebrated with a
marathon D&D session last night.
I'm GMing the Temple of Elemental Evil for D&D 3.5, with a
few extras thrown in here and there. Yesterday, the PCs
quested for the Amulet of Eralion (based on a freebie
Necromancer Games PDF, the Crucible of Freya).
The PCs journeyed to a strange cave complex above a
waterfall (an extra location I added to the Freya module).
There, they fought the Stirge Queen, and her children, who
laired in stalactites above a large pool of blood that was
the home of a blood elemental (thanks for the idea Shade -
http://www.enworld.org/showthread.php?t=173906 ).
Talk about a perfect match. The stirges feasted on the blood
elemental night and day, making them larger and nastier than
your average stirge, but the PCs used excellent tactics and
the terrain to their advantage to come out relatively
unbloodied.
At ENWorld, I enjoy how posters put "books used last
session" lists in their signatures. It's a cool way to see
what people are playing, and what RPG stuff they find worth
using. In the same spirit, yesterday our game used a few
different elements:
- 1 kilogram of peanut M&Ms
- Temple of Elemental Evil ($5 PDF available at RPGNow.com)
- Crucible of Freya (Free download)
- Cool, free ideas from ENWorld members and message threads
- Blood elemental monster, available free at Wizards.com
- Two player handouts based on September's National Geographic:
Right now you can get a 12 month subscription for only $20!
- A delicious steak dinner BBQ'd by one of the players
(thanks Dwayne!)
- A dry erase table top (just $30 at Home Depot for an 8' x
4' showerboard which works perfectly with dry erase markers)
- Fine tip dry erase markers, making it much easier to track
stats on the table than those standard, chunky markers
- D&D minis (I got a lot from my from my local game store
that sells used commons for cheap)
- 2' x 3' pad of 1" graph paper + a box of Crayolas for
mapping (available cheap at Staples)
- 5 players, one happy DM!
Have a game-full week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Return to Contents
The NPC Factor, Part 2
by Mike Bourke
PART II: NPC Development
Some characters are one-offs, present for a particular scene
and never intended to return. However, memorable characters
have a habit of turning up again and again; the continuity
they carry helps make the world seem real and consistent.
That said, it is unlikely the GM needs the NPC to fulfill
exactly the same purpose as last time. The required function
might be similar, but it's unusual for it to be identical.
What's more, NPCs often have secondary functions within a
scenario. The primary function of a shopkeeper might be to
convert into cash some of the knick-knacks picked up by the
characters in the course of their last adventure, while the
secondary purpose is to provide a hook for the next
plotline, to develop a subplot, or to give the characters
information that might not be correct.
Where the NPC's function is basically the same as it was the
last time the character appeared, the character should
exhibit some development. The character is now to serve an
entirely different function, and he should be maintained
before his next appearance. The two activities are very
similar, but not quite the same.
Step 1: Upgrades
Has there been enough time for the character to have
improved any of the specifications determined last time? If
so, make these changes. For example, level-ups, equipment
upgrades, new contacts.
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Step 2: In The Meantime
What else has the character been doing between the time the
characters last met him, and now? A one-line note is enough,
sometimes a single word or phrase is enough.
Since the character is appearing for a second time, the
probability of a third appearance increases, and so it
behooves the referee to fill out the character concept a
little.
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Step 3: Interpretation
What capabilities within the game mechanics does the
character have to draw upon to carry out these activities?
What are those game mechanics based on? The NPC's activities
should be reflected in his abilities and stats.
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Step 4: Consequences
What impact have these activities had on the character's
circumstances? Were there any consequences of whatever
happened the last time the NPC encountered the PCs?
In other words, has anything happened to alter the relations
between the NPC and the PCs?
The value of this step cannot be underestimated. Nothing
makes a player feel more like their character is part of a
world than having that character affect the people around
them.
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Step 5: Implications
Quite often, what has been revealed so far is only the tip
of the iceberg of what makes the NPC tick. A merchant who
has become involved in local politics wants to achieve
something, for example. An arms instructor who has gotten
married implies a wife, and domestic relations.
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Step 6: Further Interpretation
If any implied behaviours, motivations, or relations need to
be reflected in game mechanics, add them and anything else
on which they are dependant.
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PART III: NPC Maintenance
When an NPC's role changes radically between one occasion
and the next, it's a sure sign something in their
circumstances has changed radically as well. If the greedy
merchant is now a beggar at the city gates, for example, the
change is obvious. If the same merchant is now on the town
council and has an apprentice watching the shop much of the
time, the change may be less obvious.
Either way, the character needs a tune-up to suit his new
role. Where the new role does not preclude the old, this
should be achieved using the procedures specified in Part
II; but where the new situation excludes the old, as in the
beggar example, use the following steps.
Step 1: Define Any New Requirements
Look at what the character needs to have in the way of
abilities and characteristics to carry out his new role,
then make those changes.
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Step 2: Define The Transition
Determine the events, and any related abilities and
characteristics of the character, that led to this change in
roles within the plot. The more plausible and interesting
these events are, the better.
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Step 3: Consequences
Assess the consequences of the transition and events on
other characters and on the local region - or on an even
broader front, if that is appropriate.
* * *
CONCLUSION
Summary
As a general principle, this type of approach means you
first do only what you need to do, and that you add a little
more detail with each subsequent in-game NPC appearance.
By targeting changes within a single individual's
circumstances, and then justifying those changes in terms of
external events, the campaign itself becomes one with a
dynamic, evolving history.
If these changes are noticeably occurring to, or impacting on,
an NPC with whom the PCs interact regularly, that gives the
history greater plausibility and a point of reference for
use in determining the impact on PCs.
The causes have to be revealed, either to the NPCs or to the
PCs - at least not until they investigate the cause.
By layering and sequencing one significant impact after
another, almost any change can take place. By modelling the
sweep of larger cultural and social forces upon the impacts
to specific NPCs, these tend to assume a realistic scope in
terms of undoing them, should the PCs desire to make the
attempt.
These techniques are not merely methods of permitting the GM
to do less work; they are also methods of substantially
increasing the depth and realism of the campaign.
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Final Suggestions
There will usually Be some individuals, however remote from
the PCs, who have significant effects on the lives of
ordinary citizens, such as heads of state and religious
leaders. There is a natural tendency to base the social tone
of a realm on the personalities of these NPCs. At the same
time, there is also a tendency to base those personalities
on perceived characteristics of the race, ethos, and culture
of the individuals.
However, for the most part, leaders don't actively pursue
agendas of sweeping reforms; there are too many competing
power-blocs to permit things to go to any particular
extreme. Raising taxes to fund a campaign of military
conquest has economic effects and social consequences, for
example. In general, radical changes are the results of a
sequence of events that forces change to be contemplated -
often wars, plagues, economic disasters, and other
calamities.
Most proposals for modelling such behaviour focus on these
key individuals and the big-picture causes and effects, and
these can be hard to pin down. Ripple effects mean that the
overall state of a society can be hard to grasp, and that
large tracts of exposition are needed (i.e. GM labour), or
that the impacts on day-to-day life can be forgotten since
it's much harder to go from the big-picture to effects on
individual circumstances.
The approach offered above focuses on the small, and looks
to establish larger-scale causes of changes by building up
from individual effects. Not only is this more effective,
it's also easier.
To shape your history, you are better served by choosing
typical, ordinary individuals. Instead of an exchequer or
the head of a church, determine what has happened to the
ordinary farmer, the ordinary innkeeper, the local village
priest. Then choose causes that will lead to the desired
effects.
Instead of telling the players that the kingdom is preparing
to fight a war, let them simply encounter the consequences
of those preparations. Not only does this give more realism,
it lets your players feel pleased with themselves when they
finally figure out what is really going on.
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Some General Rules
- People ignore or combat laws they dislike: the Prohibition
Rule
- Authority figures always paint their actions in the best
possible light
- Their enemies always paint the actions of authority
figures in the worst possible light
- If something is happening locally, it may be mirrored on
a larger scale
- If something is happening locally, it may _not_ be
happening on a larger scale
- Almost everyone justifies their actions in their own minds
- One thing affects another, which affects another, which
affects another - the ripple effect
- Small, sustained changes add up to fundamental shifts over
time
- When conditions are right, a small event can have
disproportionate effects
- A change in circumstance always has consequences
- It's always easier to see patterns and trends from the
outside: the perception rule
- The bigger the lie, the more easily it is swallowed by the
gullible
- Conspiracies were invented thousands of years ago,
conspiracy theories were not
- Coincidences are not very believable, but they do happen
- More people believe reports of evidence than understand
the evidence itself
- People lie
- Everything is more believable if it can be explained
- People prefer to believe the incredible than the mundane
No doubt there are many more such truisms that can be
applied.
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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
Download a free demo from RPG Now
Readers' Tips Of The Week:
1. Web Comics
From: The GMMastery Group
Jay P. Hailey
Here are the webcomics I read:
- Arthur, King of Time and Space
Paul Gadzikowski is an Omni-fan and manages to wedge
commentary and humor about almost every thing into this
webcomic.
- Roswell, Texas
Scott Beiser makes L Neil Smith a lot of fun to read.
- Casey and Andy
Gone, but not forgotten. And remember, good science leaves
craters.
- Something Positive
Evil but makes me care about the characters anyway.
- Dilbert.com
Fun for everyone who's ever worked in a cubicle.
- Dominic Deegan: Oracle For Hire
A very gameable premise.
- Dork Tower
I identify.
- FoxTrot
I identify with Jason.
- Cheshire Crossing
The successor to Casey and Andy, also a very gameable
premise.
- Kevin & Kell
I don't remember why I started by I sympathize with the
characters, but now I do and go back to keep up with the
Dewclaws.
- Legostar Galactica
Successfully squishes almost all science fiction series into
one webcomic and uses lego. What more could you want?
- Nodwick
I am one of the guys in FFN.
- PartiallyClips
I love the way this guy thinks. Funniest web Comic EVAR!
- PvPonline
A classic, still one of the best.
- Schlock Mercenary
A science fictiony science-fiction web comic.
- Shortpacked
Evil, silly, and yet well drawn.
- Sluggy Freelance
One of the oldest, most classic - continues to get more
surreal as time wears on.
- Starslip Crisis
The other Space-Opera webcomic that manages to wedge lots of
different references into a coherent universe.
- Order of the Stick
A Hoot - just a hoot. Much geek humor and then manages to
make stick figures likable and tell real stories!
- The Pet Professional
An assassin who targets bad pets. You'd think it would be
horrifying. And it is, but still funny.
- VG Cats
I am too old and uncool to get all the references -but when
I get it, it's very funny.
- The Wotch
A gameable premise - More Harry Potter-esque hand waving and
bad latin magic, but fun.
- Wandering Ones
Clint Hollingsworth - this would make a lovely role playing
game scenario.
- Tales of the Traveling Gnome
A very well drawn adventure comic about a decent D&D game.
- WorkingForChange
I don't always agree with the Penguin's politics, but he's
funny.
- dinosaur comics
This is a new one to me, but is somewhat witty.
Chris J. Whitcomb
Telas
- Dndorks
Pretty basic, but occasionally funny and perceptive. I
appreciate the compromises made just to get a gaming group
together.
- THE NOOB
Mostly CRPG humor, but you don't need to be hooked on
EverCrack to get it.
- Penny Arcade
General geek fun, with occasional RPG references.
Occasionally disturbing, with lots of language.
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2. Alignments: Get To The Basics
From: Nimpo Disciple
A way to understand alignments is to break them down into
their "purest forms." For example, the one word that
describes what is important to each.
A way to understand the motivations of an individual is to
break his goals and motivations into the basics, from which
all else in his behavioral cycle is derived. By doing this,
you will be better able to comprehend makes them tick. Law
enforcement psychologists use the same techniques.
Here are the different alignments, and what drives each, in
their purest forms. It should be noted, and is worth taking
into account that, if Neutral appears on the opposite side
of any other alignment, then it can be disregarded as a part
of that alignment, having no bearing on what is truly
important to the character.
Law - Order
Chaos - Independence
Neutrality - Balance or Apathy
Good - Life
Evil - Self
With these basics, we can start structuring alignments:
- Lawful Good - Order and Life
They uphold the law for the good of all. Sometimes seen as
'zealots' or 'witch hunters,' they can be very strict when
it comes to the punishment of lawbreakers and evildoers...
especially evildoers.
- Neutral Good - Life
Law or no law, the right thing must be done to promote as
much well being as possible.
- Chaotic Good - Independence and Life
They do not like the restraints imposed upon them by ordered
society and even enjoy a good tavern brawl on the occasion,
but harming the innocent is out of the question.
- Lawful Neutral - Order
They uphold the law for the sake of order, even if it means
the reluctant taking of innocent life to do so.
- True Neutral - Balance or Apathy
These people are reluctant to pass judgement either way on
subjects dealing with Good vs. Evil, Law vs. Chaos. They may
actively do their part in maintaining the balance between
each force, respectively, by letting things 'fall into
place' as they were meant to, or they simply may not care
one way or another about any of these matters.
For example, they could be either of a fatalistic mindset or
of an apathetic one, depending on how the alignment is
played.
Ironically, this is the most complex alignment because it is
the most commonly misunderstood.
- Chaotic Neutral - Independence
They enjoy their freedom above all else. Ordered society can
kiss their @$$es. And although they generally do not relish
the senseless killing of others, if those others stand
between them and their freedom, they usually will not
hesitate to take life...innocent or no.
- Lawful Evil - Order and Self
They uphold the law either because they wrote the laws,
upholding the law benefits them in some way, or they covet -
and hope to one day usurp - the position(s) of the highest
ranking member(s) in the pecking order.
They have no qualms about the taking of life, innocent or no
[unless it happens to break one of their laws], but usually
will not do any killing themselves unless it is to keep
their place at the top of the pecking order, or will promote
them in said order.
- Neutral Evil - Self
They don't care one way or the other about order,
independence, or even life, as long as their own needs are
served in as timely a fashion as possible. If this happens
to involve the killing of a few innocents, oh well...sucks
to be them. Evil is, in its purest form, self serving, and
here is where the "every man for himself" motto comes into
play. They don't mind obeying the law while the do-gooders
are looking, but it suits them just fine to break it while
no one's around.
- Chaotic Evil - Independence and Self
They absolutely detest ordered society and live only for
self-gratification. Laws are for weaklings. They will do
what they want when they want whenever they can get away
with it, and this, more often than not, will be done at the
expense of others. Life means nothing to them, and they will
kill sometimes for the pure amusement of it. They are the
antithesis of all that is good and just, and are the least
likely to be of any benefit to anyone but themselves in any
situation.
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3. Let The Players Solve Your Mystery
From: Loz Newman
Once I was asked to improvise a pick-up game of AD&D.
Lukewarm about the idea, I warned the players it would be a
combat-less murder mystery, a social/mental puzzle with no
skill rolls, just enquiry and role-playing, and they said,
sounds good, we love that kind of stuff! Drat....
Lacking inspiration and time for creating a decent murder
mystery (when you have to plan out who did what with what
and to whom, when, where and why) off the cuff, I improvised
a neat little trick and produced a gaming session that was
great fun for all involved.
I presented the players with a classic murder mystery scene:
the family reunion weekend, and the unpleasant head of
family stabbed between the shoulder blades in a locked room
before he can reveal his latest Last Will and Testament. The
rest of the family accusing each other of anything and
everything.
The PCs were all "friends" of various family members who'd
been brought along to act as witnesses/bodyguards.
The Trick
Each time the players looked for a specific piece of
evidence, or came up with a decent speculation about a
theory as to who did what, where, why, I decided *that* was
what had happened, and created a piece of evidence to
support the theory/search for evidence. The players built my
scenario for me as they went along!
The Treat
They were also mightily pleased to have gotten everything
right first time. Every time they tested the group's
theories, it turned out they had hit the nail on the head!
Great fun was had by all.
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4. Campaign Inspiration: Ideas For Regulating Magic
From: Kit Reshawn
Almost always, dangerous things are regulated by those in
power. They may be regulated because of a worry about
misuse, or to keep the local population from rising up. The
same should be true of magic and magic items. There are all
kinds of ways this can be done, and there can be all kinds
of repercussions for it.
An easy way to regulate magic is to make it illegal. Perhaps
a citizen can prove their worth by buying a license to own
an item or use magic, but it would require a hefty cost or
some sort of service to prove their loyalty.
This might not apply to all magic. Perhaps only offensive
types of magic are restricted, but healing and defensive
magic is ok.
It may be that there is a complex bureaucracy built around
the whole issue, and part of the problem players will
encounter is figuring out what they can have and what they
need to do to get it.
Overall, this is a great way to restrict player access to
magic items and spells. Perhaps a spell is against the law
to know because it is too destructive. Maybe there is a city
that has banned the casting of fire spells because of
religious beliefs or some past incident. It may even be that
a powerful group is influencing the events to raise the cost
of magic services, and thus raise their profits.
Of course, this will bring legal questions into the equation
as well. Perhaps the players find a previously lost magic
item and are now wondering what to do with it. Should they
turn it over to the authorities? Try to get a license to use
it? Keep it under wraps and take the legal risk?
Maybe there would even be a problem of figuring out what it
is, so should they risk getting it identified? Plus, there
is the issue of the black market, since once something is
against the law there is almost always an underground market
for it that emerges.
Punishments for breaking the law where magic is concerned
should be suitably harsh, though perhaps not always enforced
as strictly as the law states. If you cast any area effect
spell inside a city you are charged with the assault of
every innocent bystander which was affected by it...but if
you cast the spell in defense of the king you probably get
off scott free.
Maybe the party can make friends with the local lord who
will be willing to overlook some problems so long as it
doesn't get too out of hand.
Things to keep in mind:
- If magic is against the law, it will carry some sort of
stigma or prestige. It may be viewed with distaste,
especially if it is against the law because of some past
disaster caused by it. On the other hand, if only the upper
class generally have access to it, then it is likely that
people who use it will be afforded extra courtesy by the
locals on the assumption they are of the upper class. Both
views could exist at the same time.
- Licensed magic users may be interviewed any time there is
a magical disturbance. This may be as simple as the police
asking for any clues about the nature of the magic to who
may have used it to being under suspicion.
- A good plot hook may be that a mage in the party is licensed
to cast a normally forbidden spell, and someone has cast
that spell causing great damage. Now the party needs to
catch the one who did it to clear the name of their friend.
- This should make magic more rare than normal. As a result,
it should be much more expensive than normal, and it should
be harder to find places that offer magic services. That
simple magic +1 sword will seem like a big deal if it took
the party forever to find it.
- Make some spells against the law for religious reasons.
Maybe raise dead spells are considered a sin against god and
nature, and as a result it is nearly impossible to find
someone willing to cast them. Perhaps the local god of fire
has declared all ice and water spells to be sinful, making
it against the law to even know how to cast them.
- Depending on the society, magic may be completely reviled
and anyone known to have access to it will be considered a
pariah. Such a society will have witch burnings and go out
of their way to get magic items to destroy them. It may also
be hypocritical, making use of magic to find and kill off
magic, or only killing certain types of magic while claiming
that what they use is not magic.
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