Yeah this is perfect for me.A motivation, one interesting descriptive trait, and a quirk. Mostly I don't even stat them unless there's a clear need.
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.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'.
Oh man, only if everyone of those monolouges ends like this.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.
Makes sense.The ones that are in my 5E PHB, and the back of the MM. Or the chapters of NPCs in the FFG and Modiphius game lines. Where unlikley-to-be-used prerequisites are dropped, the stats are presented with the figured stats figured.
Just that? Even for crunchy games?Bulletpoints of pithy and evocative actionable traits.
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.Just that? Even for crunchy games?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.