How To Get Players To Like Your NPCs


How do you make an NPC likable so you can predictably say “The players will latch onto this one”? Right now, for many of us, it feels like a roll of the dice.

RPT GM @Harebrained Tom asks this great question, and the top tip comes from @saket._.:

I think overall my view is that if my NPC likes my player, my players like them back.

NPCs don’t have to be valuable to players in a material or lore sense, just niceness begets niceness.

I agree with this because it’s human nature. We tend to like those who like us.

Translate this at the table into:

  • NPCs who are visibly glad to see the players.
  • NPCs who laugh at the PC’s jokes.
  • NPCs who offer reassurance when the party is down.

Do this, and you stave off the murder hoboing.

You can also use a helping hand. We tend to like people we help. It feels good being a hero.

RPT GM @Tonitrus agrees:

Actually I can’t think of an example where I had an NPC with a need the players could understand/relate to that the players didn’t get attached to in some form.

The more the players seem able of helping toward that need (and the more time it takes to meet it), the more attached they seem to get.

Tonitrus also highlights another key factor: Intelligibility. If an NPC is too predictable, they are boring. Too chaotic, they are confusing. The Goldilocks zone is an NPC who is capable and memorable, but has a need players can understand immediately.

Ultimately, I’ve found these NPCs do the trick reliably:

  • Vulnerable Ask. A child or weak NPC needs help. This creates an instant bond.
  • Sincere Fan. An NPC who compliments the party’s deeds. This creates likeability and shows respect.
  • Sacrifice. An NPC who’s willing to take a hit or lose resources on behalf of the party. This creates reciprocity.

The secret sauce for me, though, has been familiarity. As in real life, Know, Like, and Trust comes from exposure. If an NPC survives first contact with the PCs, bring them back. Once a session for 3+ sessions.

Recurring NPCs become deeper, the world feels more lived-in, and the “story” emerges naturally from the relationship rather than you forcing a plot hook.

Cheers,
Johnn
roleplayingtips.com
https://discord.gg/6MxTRAqQ76
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