Helpful NPC Thom
Adventurer
There's been a bit of discussion about incorporating roleplaying mechanics and "talky" encounters as of late, so I want to lay out some preliminary mechanics I'm contemplating for my next game. It's like Fate, but lighter and less codified (that's deliberate - Fate is a bit too codified for my tastes).
Just an FYI: it's great to expand BIFTs beyond what 5e offers. I tend to use Traits more broadly, for example, not just as personality traits, but also descriptive traits. Beliefs and instincts are great to add in these categories, and you can even direct the genre/tone of the game by making custom BIFTs. A gothic horror game might have Trauma and Fear added, whereas an epic fantasy game might add in Destiny or Glory.
Both PCs and NPCs alike should be created with BIFTs in mind! They’re an important part of characterization.
Two reminders:
Examples:
Influencing and flagging are technical terms for a very simple process: offering the character an Inspiration and explaining why he should act according to one of his BIFTs. To flag a BIFT, the player in question must have an Inspiration. GMs have an infinite supply of Inspiration, so they should use them liberally, offering them to various characters to replenish their stocks.
The fighter Susan has the Ideal: "Community. We have to take care of each other, because no one else is going to do it." The GM says, "Susan, the village elder implores you to take his side in this debate, even though you disagree with him. But you know he's a good man, and the other people are strangers to you." The GM offers Susan an Inspiration, but she rejects it saying, "Susan holds the village elder dear in her heart, but she's too devoted to justice to agree with him. She stands firm in supporting the outsiders."
When the PCs encounter the noble wizard Zen, he refuses to see them, claiming he's too busy to spend time chatting with them. Zen has the Trait: "Despite my birth, I do not place myself above other folk. We all have the same blood." One of the PCs says, "Zen, your high place in society places an obligation on you to help us. You have the resources and knowledge to help the nobility and peasantry alike." The PC offers the GM an Inspiration, and he accepts, so Zen will (somewhat grudgingly) help the PCs.
The Impression check sets the disposition or mood of a social encounter. This is described as an Impression (Deception), Impression (Intimidation), or Impression (Persuasion) check. In rare circumstances, other skills may be used as part of the Impression check, but these are the standard.
Opposing Skill: Investigate.
An Impression (Deception) check allows the PCs to befuddle the NPC, catching him off-guard or at an inopportune time. A successful skill check allows the PCs to leave him agitated, harried, addled, or distracted on a successful skill a check. A failed skill check, on the other hand, indicates the NPC is focused, suspicious, or otherwise unlikely to be fooled by shenanigans.
Opposing Skill: Intimidation.
An Impression (Intimidation) check allows the PCs to frighten or cow an NPC. A successful skill check allows the PCs to leave him nervous, skittish, or reluctant to deny them their wishes. A failed skill check indicates the NPC is emboldened, angry, or totally placid.
Opposing Skill: Insight.
An Impression (Persuasion) check allows the PCs to ingratiate themselves with an NPC, setting him at ease, lowering his guard, or otherwise putting him in a relatively pleasant mood. A failed skill check indicates the opposite: that he’s guarded, in a foul mood, or resistant to the PCs’ requests.
As part of compelling an NPC, a player does the following:
On a successful skill check, the NPC does what the PC desires.
On a failed skill check, the NPC refuses, and the situation escalates in some way. There is no turning back at this point.
BIFTs and Characters, a Primer
Bonds, Ideals, Traits, and Flaws all play a part fleshing out a character in D&D 5e, but they aren’t the focus of the character. Instead, the majority of the game is designed around combat abilities. The design of this subsystem seeks to make Bonds, Ideals, Traits, and Flaws (hereafter abbreviated as BIFTs) more important to gameplay.Just an FYI: it's great to expand BIFTs beyond what 5e offers. I tend to use Traits more broadly, for example, not just as personality traits, but also descriptive traits. Beliefs and instincts are great to add in these categories, and you can even direct the genre/tone of the game by making custom BIFTs. A gothic horror game might have Trauma and Fear added, whereas an epic fantasy game might add in Destiny or Glory.
Both PCs and NPCs alike should be created with BIFTs in mind! They’re an important part of characterization.
Two reminders:
- BIFTs change based on circumstance. A dying man may have the Trait “sickly demeanor and leprous flesh” and the Flaw “I will devote myself to whatever power cures me of this ailment.” As soon as he’s cured, he might lose that Trait and gain “healthy, but weakened by sickness” and his Bond could change to “I am bound to serve the cult of the reptile god for healing me.”
- BIFTs do not need to be strictly codified. Given how malleable they are based on circumstance, it’s not necessary to write them all out. In the moment, BIFTs can be discussed and given, rescinded, or changed—especially for NPCs. It’s a lot of legwork to write out a list of BIFTs for NPCs, so GMs should feel to improvise in the moment.
Known BIFTs
In many cases, BIFTs are obvious to everyone, and this goes for PCs and NPCs alike. It is sensible for someone to see a gallant paladin and discern from his mannerisms that one of his traits is something like “I am honorable to a fault.” Likewise, it is reasonable to see a malnourished urchin clothed in rags and know that he is desperate for a meal (one of his Traits might be: “I’ll do anything for a hot meal and a warm bed.”)Unknown BIFTs
In the case that the BIFT is not readily apparent, BIFTs can be revealed or discovered through interaction: examining a character’s private or business correspondence, rifling through personal effects, spending time in deep conversation, listening to rumors about town, and so on. That will offer some clue.Examples:
- Eavesdropping on a conversation between the mayor and his aide to discover the mayor has the following Flaw: "I'll shift blame to others to appease my constituents."
- Intercepting a letter from the bandit leader to his underlings to learn that the leader has the Ideal: "Improve the lives of the poor by stealing from the wealthy and corrupt."
- Carefully observing the shopkeep to learn he has the Trait: "My left eye twitches when I'm gouging a customer."
- Chatting with a disheveled looking man to learn he has the Bond: "My wife and children are my life, even though I have ruined us." (It might also reveal the Trait: "Reeks of booze and filth.")
• What does this character believe strongly?
• What does this character hold dear?
• Whom does this character serve?
• What weaknesses or vices is this character known for?
Known or Unknown?
Be mindful that some BIFTs might be known to some characters and unknown to others. Your friends and family have BIFTs that are known to you but unknown to strangers!Influencing Characters by Flagging BIFTs
Players--that is, the people around the table controlling the PCs and NPCs (characters)--may influence characters--the fictions controlled by the players--by "flagging” the characters' BIFTs during play. By doing so, they sway the character into behaving a certain way.Influencing and flagging are technical terms for a very simple process: offering the character an Inspiration and explaining why he should act according to one of his BIFTs. To flag a BIFT, the player in question must have an Inspiration. GMs have an infinite supply of Inspiration, so they should use them liberally, offering them to various characters to replenish their stocks.
When a Player Influences a PC:
The player offers the character an Inspiration and flags the PC's BIFT. If the character accepts, he gains the Inspiration.When a Player Influences an NPC:
The player offers the GM an Inspiration and flags the NPC's BIFT. If the NPC accepts, the GM takes the Inspiration, and it goes into the ether (NPCs don't use Inspiration).When an NPC/GM Influences a PC:
The GM offers the character an Inspiration and flags the PC's BIFT. If the PC accepts, he gains Inspiration. The GM and his NPCs have infinite Inspiration, so there’s gain or loss on their behalf.Examples in Play
The nefarious scoundrel Rob has the Flaw: "I'm a born gambler who can't resist taking a risk for a potential payoff." Another player says, "We all know you're a gambler, Rob. If you want a real game of high stakes, you'll help Selene take down the local crime boss." The player holds out his Inspiration and Rob accepts, gaining Inspiration and joining Selene on her mission.The fighter Susan has the Ideal: "Community. We have to take care of each other, because no one else is going to do it." The GM says, "Susan, the village elder implores you to take his side in this debate, even though you disagree with him. But you know he's a good man, and the other people are strangers to you." The GM offers Susan an Inspiration, but she rejects it saying, "Susan holds the village elder dear in her heart, but she's too devoted to justice to agree with him. She stands firm in supporting the outsiders."
When the PCs encounter the noble wizard Zen, he refuses to see them, claiming he's too busy to spend time chatting with them. Zen has the Trait: "Despite my birth, I do not place myself above other folk. We all have the same blood." One of the PCs says, "Zen, your high place in society places an obligation on you to help us. You have the resources and knowledge to help the nobility and peasantry alike." The PC offers the GM an Inspiration, and he accepts, so Zen will (somewhat grudgingly) help the PCs.
Haggling Over the Terms of Influencing
It’s perfectly acceptable for characters to discuss compromises or concessions when their BIFTs are flagged. One character might say, “You’re in love with the Lady Marbane, so you’re easily seduced by her, and thus you don’t show for the tournament,” and another might say, “But my reputation hinges upon this tournament, so rather than missing it entirely, I think it’s more reasonable that I arrive at the last minute, to much disfavor from the crowd.” If the two agree on these terms, the flag is accepted, otherwise it is refused.Impression Checks
When encountering an NPC, or when wishing to modify the circumstances under which you are interacting with the NPC, PCs can make Impression checks. This is typically done as part of first introduction to a character, though it may be done at subsequent meetings in an attempt to gain the upper hand in social encounters.The Impression check sets the disposition or mood of a social encounter. This is described as an Impression (Deception), Impression (Intimidation), or Impression (Persuasion) check. In rare circumstances, other skills may be used as part of the Impression check, but these are the standard.
Impression DCs
The simplest method of handling Impression check DCs is to handle them as a contest with opposed skill rolls: Deception vs. Investigate, Intimidation vs. Intimidation, and Persuasion vs. Insight. The GM should also modify the rolls based on the relationships between characters. If, for instance, the PCs have played some tomfoolery on an NPC prior, granting the NPC advantage on his Investigate check against Deception (or imposing disadvantage on the PCs’ roll for Deception against Investigation) is perfectly reasonable. Social standing, appearance, and a myriad of other factors alter this—a noble is unlikely to be swayed by a grubby peasant, depending on how he views the lower classes. GMs should apply their best discretion and modify the rolls appropriately.Success and Failure
Broadly speaking, the check should have minor mechanical weight, typically granting advantage on subsequent rolls (with a success) or disadvantage on subsequent rolls (with a failure).The Impression Check Itself
It’s not enough for a character to state he’s making an Influence check, he has to justify the Influence check with his actions.Deception
Requirements: A disguise, a clever ruse, a cover story, etc.Opposing Skill: Investigate.
An Impression (Deception) check allows the PCs to befuddle the NPC, catching him off-guard or at an inopportune time. A successful skill check allows the PCs to leave him agitated, harried, addled, or distracted on a successful skill a check. A failed skill check, on the other hand, indicates the NPC is focused, suspicious, or otherwise unlikely to be fooled by shenanigans.
Intimidation
Requirements: Naked violence, a threat with some evidence to back it up, a show of might, etc.Opposing Skill: Intimidation.
An Impression (Intimidation) check allows the PCs to frighten or cow an NPC. A successful skill check allows the PCs to leave him nervous, skittish, or reluctant to deny them their wishes. A failed skill check indicates the NPC is emboldened, angry, or totally placid.
Persuasion
Requirements: A gift, a legitimate display of humility, a favor, etc.Opposing Skill: Insight.
An Impression (Persuasion) check allows the PCs to ingratiate themselves with an NPC, setting him at ease, lowering his guard, or otherwise putting him in a relatively pleasant mood. A failed skill check indicates the opposite: that he’s guarded, in a foul mood, or resistant to the PCs’ requests.
Negotiations Commence
Once the initial Impression checks are out of the way, it is time for the PCs and the NPCs to negotiate. There is something that both parties want out of the social encounter, whether that’s material gain, information, respect, power, support, or something else. In negotiating, the parties may be able to come to an amenable agreement with or without a skill check involved. In fact, this should be the case in most circumstances! Bartering for a good compromise should be the focus of the negotiation. Unfortunately, in some cases, an agreeable deal cannot be reached normally.Diplomatic Impasses
If neither party is amenable to the wishes of the other, the final option on the table is a compel. This is a more potent form of influencing a character (described above). As part of compelling, one player flags a character's BIFT to force him to act in a specified manner. Players can compel NPCs; they cannot compel other PCs.As part of compelling an NPC, a player does the following:
- He flags a BIFT.
- He offers the NPC a concession or compromise.
- He spends his Inspiration.
- He makes an appropriate skill check to force the NPC do his bidding. (He does not gain advantage for spending the Inspiration.)
On a successful skill check, the NPC does what the PC desires.
On a failed skill check, the NPC refuses, and the situation escalates in some way. There is no turning back at this point.
GM’s Caveat Regarding Compels
In some cases, it is totally unreasonable to expect an NPC to be compelled, and the GM should make this clear to the players. Some BIFTs are so deeply held that they will never change or be influenced. To grasp at some low-hanging fruit from pop culture:- Sauron will never, ever agree to give up the One Ring, and neither will Gollum. Gollum might be compelled to guide the Fellowship to Mount Doom by swearing upon the Ring (it is, after all, his Precious).
- Darth Vader will never return to the Light Side at the behest of Obi-Wan Kenobi, but he might be compelled to defend his son from Emperor Palpatine’s cruel ministrations.
- Superman will never betray Ma and Pa Kent, but he could be compelled to leave the farm undefended (for a time) to protect Lois Lane.