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Do you use NPC "voices"?
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<blockquote data-quote="Warden" data-source="post: 1968717" data-attributes="member: 11006"><p>The game that I just ran last night had at least 9 NPCs interacting with the players at various stages of a four-hour game.</p><p></p><p>Grog (ettin) - typical dumb monster, with the two heads talking gibberish to each other</p><p>Hobgoblin "Coach" - Mickey from Rocky series</p><p>The Kamouraska (devourer) - a German version of the Merrilvingian (hopefully, you know what I mean) from the Matrix films</p><p>Jester (werebear) - deep, rumbling voice, stern manner</p><p>Kordel (rakshasa) - Agent Smith from the Matrix films</p><p>Zeebo (gnome) - little Mexican drunk</p><p>Delary (doppleganger) - started off as a small country girl, but quickly changed into a smarter, more cunning version of a female warrior</p><p>Raphael (human) - Woody Allen with a stuttering problem</p><p>Patch (dwarf) - grumbling voice, constantly cursing the rats that he's trying to kill</p><p></p><p>...plus maybe a few more very minor NPCs thrown in for good measure.</p><p></p><p>Voices definitely help, but not on their own. In fact, for the Delary character (who's true form in never revealed, so she really just comes across as a human female), I just carry myself differently and use my normal voice -- pretend to play with my hair, cross my legs when I sit down, that kind of thing. I only like to use vastly different voices on characters that are far from human. Other times, I'll just stoop my posture, walking with a limp, or just do one little thing to tell the players that this is a different character.</p></blockquote><p></p>
[QUOTE="Warden, post: 1968717, member: 11006"] The game that I just ran last night had at least 9 NPCs interacting with the players at various stages of a four-hour game. Grog (ettin) - typical dumb monster, with the two heads talking gibberish to each other Hobgoblin "Coach" - Mickey from Rocky series The Kamouraska (devourer) - a German version of the Merrilvingian (hopefully, you know what I mean) from the Matrix films Jester (werebear) - deep, rumbling voice, stern manner Kordel (rakshasa) - Agent Smith from the Matrix films Zeebo (gnome) - little Mexican drunk Delary (doppleganger) - started off as a small country girl, but quickly changed into a smarter, more cunning version of a female warrior Raphael (human) - Woody Allen with a stuttering problem Patch (dwarf) - grumbling voice, constantly cursing the rats that he's trying to kill ...plus maybe a few more very minor NPCs thrown in for good measure. Voices definitely help, but not on their own. In fact, for the Delary character (who's true form in never revealed, so she really just comes across as a human female), I just carry myself differently and use my normal voice -- pretend to play with my hair, cross my legs when I sit down, that kind of thing. I only like to use vastly different voices on characters that are far from human. Other times, I'll just stoop my posture, walking with a limp, or just do one little thing to tell the players that this is a different character. [/QUOTE]
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Do you use NPC "voices"?
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