GMs, How Much, and What, Details Do You Like In NPCs?


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Yeah, I prefer short and sweet. Obviously, system is a big factor here.

I’m currently running Spire, and the statblocks (such as they are) consist of a default type (City Watch Guard), a list of a few NPC names forthat type of character, a trait to go along with each name, their Difficulty (a range of 0 to 2), the amount of Stress they inflict and their typical mode of attack (often a weapon), and their Resistance (for lack of a better analogue, their hit points, the amount of Stress they take before they go down).

The game doesn’t require many stats for opponents because of the way it works. It makes it very easy to handle and allows the GM to focus on portraying the character.
 

A picture and a couple of evocative lines about their personality & goals. I can riff off that to make a cool character. When I make NPCs I typically start with a picture, worth a thousand words indeed.
I used to want stat blocks but nowadays I'm ok making my own as necessary. I think they can still be useful to get the author to think of the NPC as 'a person' rather than just 'a quest hub'.

Edit: Here are a couple time travelling NPCs for my D6 (Mini Six) System Primeval Thule campaign, the personalities are adapted from a published GDW 'Space 1889' adventure. The stats are adapted Mini Six generic stat blocks for 'mad scientist' and 'femme fatale'. This is about the level I like best. Note they both have pictures and 4-5 lines of description.

PROFESSOR OTTO STRABISMÄS is a scientific crank—a maverick who does not believe in the ether. Instead he supports a crackpot theory called "wave particle duality," which is obvious nonsense to anyone with any vestige of scientific knowledge (the theory was totally disproven by recent experiments carried out by a pair of American scientists). Despite his eccentricity, Strabismäs is very well informed on temporal theory and technology, and has 10D knowledge of the topic. A typical comment: "They all laughed at me at Heidelberg."
NPC Type: Mad Scientist. Might: 2D+2 Wit: 4D Agility: 3D Charm: 2D+1 Skills: Dodge 5D, Repair 6D, Science 7D (10D Temporal) Complication: Crazy. Static: Dodge 15, Block 8, Parry 8, Soak 8
weapon: .38 revolver (no bullets) ATT 3D dam: 3D+2 (SA: penetration - target Soak is halved).
Hero Points: 3

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Miss MATILDA VAN CLEEF (real name Alice Simms) is a friend of the rich and famous. Currently she lacks a male companion, but is always on the lookout for a suitable friend. An octogenarian millionaire would do nicely. Some would say she was a cunning gold digger with the morals of a fairly rapacious alligator. Diamonds are a girl's best friend, but money or a Patent over time travel can be useful, too...
NPC Type: Adventuress/Dame in Distress. Might: 1D+2 Wit: 3D+1
Agility: 3D Charm: 4D. Skills: Brawling 2D+2, Dodge 5D, Seduce 7D+1 Language 4D+1
Gear: Compact mirror, hair pin, lip stick. Whalebone Corset +1 soak -1 dodge & stealth.
Static: Dodge 15/14, Block 8, Parry 5, Soak 5/6 (corset)
Hero Points: 2

Miss Matilda Van Cleef
 


A picture and a couple of evocative lines about their personality & goals. I can riff off that to make a cool character. When I make NPCs I typically start with a picture, worth a thousand words indeed.
I used to want stat blocks but nowadays I'm ok making my own as necessary. I think they can still be useful to get the author to think of the NPC as 'a person' rather than just 'a quest hub'.
I agree entirely with the usefulness of an image in helping to define character, be it PC or NPC. With rare exceptions, tho, when it comes to NPCs, image follows the introduction of the character in play, once the initial spare but evocative descriptors get fleshed out a bit through dynamic table interaction.
 

To start with I do the same for allied, neutral and opponent NPCs - I write a few keywords about looks, manners and personality. If they're part of a plot or intrigue I jolt down a line or two about that as a reminder, but their role is detailed in my notes about the plot or intrigue itself. I then improvise and let the NPC evolve in response to the PCs actions and dialogue, and flesh the notes out in parallell. Sometimes a simple messenger become a vital part of the campaign, sometimes an important plot cog NPC gets sidestepped and unused. And that's part of the fun!
Oh, and opponent NPCs who might get involved in battle I give a simplified monster stat block, which I flesh out if their role in the campaign grows, or they already are BBEGs.

My big weakness as to NPCs is monologue, both for allies and opponents. I probably spend most of my NPC prep time for speeches and long declarations. And my darling players usually let me ramble since they know I love it, hehe.
 

Recurring NPCs tend to have a motivation for what they want. Perhaps the innkeeper wants to get more money to build a barn next year, or the armorer is looking to move to the larger city. This makes a prism to get an idea on how they will act. The armorer will ask the PCs if they been to the city or how many other armorers are there. The innkeeper may be charging merchants and adventurers double what he charges the locals so he can build his barn. He may have plans made already and likes to show visitors as a bit of roleplay.
 



Just that? Even for crunchy games?
Crunchy is an elusive descriptor, and the only thing close to what I think you mean by the term that I play these days is 4E. Sure, I like (need) statblocks when I play 4E. But even there I think it's preferable to start with the pithy descriptors and then pick/reskin/design own statblock as necessary to the circumstances (fight, social encounter, etc.) once usage has been determined thru play.
 

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