NPCs! NPCs! NPCs!

I have done various strategies.

In college I was in a local four year weekly AD&D game that had been going on for years before I joined with intense lore and tons of NPCs and politics. I took notes in a notebook every game and referred back to them as a resource.

I was in a 3.0 then 3.5 play by email game on Yahoo groups in the early 2000s and we did group shared files. I made a who's who document of NPCs broken down by context that was great because it allowed me to search for NPC names and quickly re-read past interactions to build up my understanding of stuff as a player then later as a Co-DM as the game branched out. Similarly we made a big picture world lore timeline we kept adding to and riffing off of as co-dms.

When I ran some forum games on here I did the same things, having resource pages with things like Who's Who entries. Here is the one for my old Death in Freeport game. The Who's who entries are generally short one sentence IDs which is enough to search on an NPC's name for checking stuff about them with searches. I did a similar one for my Oathbound Wildwood game. I even did it in some games as a player such as in the Forgotten Heroes game.

For the past decade it was all face to face games and then pandemic fantasy grounds and google meetings online. I stopped taking notes and just played or DMd and it has been OK for keeping things straight at the moment, though I have been frustrated at poor organization of plot, place, and NPC information in some of the books of the Adventure paths I have been running. The biggest notes I would take in this period would be a page in a notebook with current character names and the player running them, which I have done in a lot of the campaigns as both DM and player so I can address people by their in character name in game easily.

In general I work well with a reference sheet to check against, though I can work without one.
 

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Most of my prep is NPCs I think. I tend to just make a lot of them for a setting. I find the interactions between PCs and NPCs are the things that really drive my games (probably make hundreds of them)
 

One idea is to use personality test results for your PCs. If you have a couple, then you can pick and choose depending on what type of NPC you are doing. I recommend using a database or at least Excel to track your NPCs.

And I applaud the fact you don't want nameless faceless NPCs. That is a plus.
 

Most of my prep is NPCs I think. I tend to just make a lot of them for a setting. I find the interactions between PCs and NPCs are the things that really drive my games (probably make hundreds of them)
A good set of NPCs will fill out your calendar almost by themselves. So I agree.
 

One idea is to use personality test results for your PCs. If you have a couple, then you can pick and choose depending on what type of NPC you are doing. I recommend using a database or at least Excel to track your NPCs.

And I applaud the fact you don't want nameless faceless NPCs. That is a plus.

One thing I have found helpful (and obviously this is a potential time issue so it is not a technique that needs to be used for every single group and organization), is to make a chart of all the lower rank members of an important faction (just listing their names, maybe a nickname). So say you have a gang and you have NPC entries and stat blocks for all its leadership, and a general stat block for the 100 soldiers in the gang: you just make a list of 100 names (in my setting characters often have martial nicknames so I can hint at their personality through that). They all share a simple stat block, but at least you have names to go on when they come up (and it actually can come up because say a group of 10 soldiers attack the party and the players kill 9 but start pressing the 10th for info: they may ask his name; they may ask the name of the others----they may ask anyone in the know who saw the incident the identities of the men involved).
 

A good set of NPCs will fill out your calendar almost by themselves. So I agree.

I just fleshed out a prefecture (one in about a dozen+ for the empire) and I had over 100 full NPC entries (complete description, background, stats, etc) for that area. It really gave me a lot to work with when I ran it. Also making that many, made me better at writing up NPCs in a format that is quick and effective (they are all fairly easy for me to run at the table, and I keep each entry to 1-2 paragraphs; 3 max for ease of reference during play).
 

This was my first step in detailing the above mentioned village: I listed every family/group with names and relations (and class/level when relevant) for every numbered location. The module this is based on would say "Henry the Cobbler, his wife and children" without giving the wife (or children) a name for example. I also took this opportunity to make sure some husbands and wives were husbands and husbands and wives and wives.

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This might be turning into a "prepping an adventure" thread, but for me I had to go into this much detail because there is a bit of a mystery to solve in this adventure and I guessed the PCs would go door to door ask questions about timeline of the disappearance and re-appearance of people, and it was important to keep that stuff consistent if I wanted them to actually have a chance to figure things out and notice gaps or inconsistencies meant to be clues as opposed to mistakes made in the moment.
 

Prepping NPCs is often useful, but I also like to leave room for impromptu creations. Some of the most memorable NPCs in my campaigns have been off-the-cuff. In a recent game, for example, one of the PCs wanted to find a jeweler in a frontier town. It seemed unlikely, but I let him make a roll to see if one was around. He rolled the best possible critical success (using GURPS, so 1 in 216 chance). The PC was from a noble family on the edge of the frontier, so we decided that the NPC jeweler had been the apprentice of a well-known jeweler in the PC's hometown. This created a connection, but it also created a bit of mystery: did he leave because he was in search of new opportunities, or was there something else going on? I pulled a name from my list of potential NPC names and he became a person. Ended up being a recurring NPC for a series of games over the course of which I figured out more of his backstory. Some of these moments of spontaneous, collaborative creation are wonderfully fun and fruitful.
 

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