Are your NPCs boring?

Shadeus said:


Actually, that's exactly what I was looking for. It's interesting that you DO have to spend a lot of time going through the adventure, picking it apart, and then rebuilding it to fit into your world. I've done what you've described...and even for a short adventure THAT'S A LOT OF WORK!

It sounds like you too use NPCs a lot to build the adventure. I've found that my DM's tell the adventure as the DM and not as the distraught king who's daughter has just been ransomed (to use a cliched example).

Don't suppose you run a PBEM Crothian and need an extra player? :)

I don't do PBEM's any more. Aside from a small 5 seesion modern game that ends Fiday, I haven't really ran a campaign in about a year. I've been a player, and enjoying it. When I DMed and worked in a module, I'd spend about 16 hours to make sure all the details fit perfectly. This is in addition to the normal preparing. When I run a module the PCs are free to leave it and go back to it when ever they want.
 

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roytheodd said:
I very rarely use published adventures for anything other than idea mining. When I do use them, though, I will put enough effort into them to infuse the printed NPCs with personality. I try to capture the feel of the author, but if I can't then I make up my own.

How do you decide on the personality? Is it based on random table, or do you try to fit it into what you think the author intended?

One of my complaints is that the published adventures I've seen do not flesh out the NPCs even. Sure, they give you a stat block, and a context in which he/she is to be encountered. But often important stuff is missing, especially if the PCs use unconvential tactics and actually capture the villian instead of just killing him/her.
 

Shadeus said:
Do all your store owners have the same personality? Do all guards have a bad attitude, are interested in the same things and have the same exact skills?

I think this is an extremely important question to ask. For one thing it hurts a DM when he does decide to add some flavor. If most of his NPCs are vanilla-like but "important" ones suddenly have something chewy it sends red flags to the players. This NPC might as well have a red target painted on his studded leather. Having each, at least most, NPC(s) with some "personality" keeps players guessing and makes a DMs job easier with certain types of plots; easier to stay under the players' radar so to speak.

take care...
 
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Do I pick apart published adventures and rework them?

Well, always when I use them. Basically, an adventure gets read as (i) a piece of prose telling a story, and (ii) as a selection of ideas for handling certain situations, character types, monsters, etc.

I find that part (i) is important: I need to get a feel for what kind of story this adventure produces. I tend to be something of a narrativist as a DM, so the ideas behind the story, and the way that the author imagines that it progresses are important to me. Plus, if I can get a firm grip on the story now, it makes any conversion and subsequent running much easier.

Part (ii) is the idea mine part. I don't expect that my PCs will follow the same path, talk to the same people, or even care about the same things. So I am used to "winging it" according to their actions. If I have read through and written some notes about the author's expectations then I have something to fall back on when my own imagination draws a blank.

This brings me round to your question about NPCs being boring in play. Yes, I too tend to fall back on certain stereotypes in play. I tend not to have a single stereotype for a certain category, but a few tried and tested approaches. For example, my shop owners come in the (i) unctuous and keen to serve; (ii) extremely professional and rather judgemental; or (iii) shady and dubious varieties. Then again, since the PCs tend to interact with them only briefly, I don't think that they really care so long as they get what they want from him or her!

However, any stereotype can be grown as necessary, if the PCs interact with them more than expected. After all, they only probably dealt with them briefly, and they may not have seen the full range of their personality. I recall one somewhat mysterious if professional innkeeper that the PCs met, when they stayed at an inn that seemed too good to be true. Well, they actuualy liked the place, came back again and again and got to know the landlord well. Over time they uncovered that he was in fact a vampire, who ran an inn which provided custom to more unusual patrons: lycanthropes, plane-touched and certain undead. But he ran a very tight ship and brooked no trouble from any of his guests (as a male human vampire Sor12, that's not surprising really!), which meant it took the PCs a while to work it out.

Now, of course, I didn't know all this the first time they stayed at the Dragon Ascendant inn. I just commented that the landlord was very pale and had a slightly odd accent. Everything else grew organically. That's the trick, I think, to successful NPCs. Just like people in real life, we discover more about someone the more we encounter them and interact with them. Don't be surprised if the person you talk to for all of 2 minutes, dealing only with business, seems a little bland. It has already been commented that that's just like real life. Just be prepared as DM to work more material in as the story progresses.

One other thing I do is keep my eyes open in real life for people who are different, or pique my interest for some reason. For example, recently I dealt with a newspaper seller who was physically rather unusual (short, very portly, with a retreating lower jaw, big teeth and a high, protruding forehead). He also spoke in a really earnest way, leaning foreward, when he felt he knew something, and mumbling when he wasn't so sure. This person, though he doesn't know it, became the Chief Librarian of the School of Wizardry. This guy bored the pants off the wizard PC, but he persevered in dealing with him and made a lifelong friend who gave him preferential access to the library's special texts. And everyone, even those who found him really annoying, also said he was really memorable.

NPCs take practise, and they can be quite a lot of work when they are key to the storyline. But this is a role-playing game, and persistence in this matter really pays off. Good luck with the DMing! :)
 

Re: Re: Are your NPCs boring?

AlphaOmega said:
I think this is an extremely important question to ask. For one thing it hurts a DM when he does decide to add some flavor. If most of his NPCs are vanilla-like but "important" ones suddenly have something chewy it sends red flags to the players.

Unless you know your players act like this, and turn it against them.
 

LostSoul said:


Unless you know your players act like this, and turn it against them.

Might be true... but at what cost... What's the saying? Fool me once, shame on you. Fool me twice, shame on me. After the first time, the players will begin overanalyzing every NPC (i.e. metagaming) instead of roleplaying.

To have a memorable campaign requires memorable NPCs. And I'm not quite sure what you mean by "players act like this." In my example if a DM only adds flavor to important NPCs then players WILL always know something is about to happen. Most, if not all, players will act like that in that given situation. It's human nature. I know that, personally, wouldn't want to play in such a game. Too predictable.
 

Many times I've thought my NPCs were bland or boring, or worse, that the players aren't able to tell them apart from one another. That's been my driving goal to fix that over the past year.

I'll plug a product here, since I purchased it and it has been very useful so far: GM Mastery - NPC Essentials. It's a PDF that's chock full of ideas about fleshing out NPCs, making them distinctive. I've found it very useful for my new campaign, and so far the results are promising. Here's a link to the EN World blurb about it.

GM Mastery: NPC Essentials

It's not that expensive, and if you have a cool friend like I do, you can get it printed and bound up in a nice format.
 

Citizen Games just put out a book with 250 NPCs in it, and every one lists personality and motivation notes as well as stats and equipment. This is the first of 4 books (for 1000 NPCs total) and focuses on bad guys.

Sure, it may not be that great for the guy that runs the armor shop (unless he's secretly a serial killer working for the lich king), but it's a great source for ideas. I beleive that one of the other books in the "Thousand Faces" series will focus on commoners - not sure when that will hit the shelves though.
 

NPC Essentials

I want to strongly second the recommendation for GM Mastery: NPC Essentials. It's extremely well done, gives you all kinds of ideas for improving NPCs, and does a good job of helping you decide how much detail to give to which NPCs. It also contains several great tables (pick or roll) for helping to develop NPC personallities, including things like major events in their lives, secrets, motivations, power bases, etc.

It's by John Fourr, the RoleplayingTips.com guy.

Highly recommended.
 

AlphaOmega said:


To have a memorable campaign requires memorable NPCs. And I'm not quite sure what you mean by "players act like this." In my example if a DM only adds flavor to important NPCs then players WILL always know something is about to happen. Most, if not all, players will act like that in that given situation. It's human nature. I know that, personally, wouldn't want to play in such a game. Too predictable.

Orignally posted by RuinedOne
Many times I've thought my NPCs were bland or boring, or worse, that the players aren't able to tell them apart from one another. That's been my driving goal to fix that over the past year.

This is exactly the situation I'm talking about. If the PCs need to track down an NPC they talked do a month ago real time (although a few days in-game) and they can't distinguish between any of them. Or worse yet, the DM decided to wing it and didn't write it down. So now the NPC has a totally different personality.
 
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