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How do you do NPCs?
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<blockquote data-quote="shilsen" data-source="post: 4066449" data-attributes="member: 198"><p>I do different things depending on the individual NPC, the situation and the degree to which the PCs are interacting with them. I certainly don't invest equal amounts of time and energy in all of them. </p><p></p><p></p><p></p><p>I don't do voices. Since I'm Indian and my players are American, whatever voice I do they'll likely sound like AoL customer service <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p></p><p>I usually utilize both first and third person, with the proportion of first person being directly proportional to the quantity and quality of the interaction. If the PCs are exchanging a couple of words with the barmaid and moving on, odds are it'll be all third person. If the PCs are talking to the head of the paladin's church, I'll have mostly first person, with a little info in third.</p><p></p><p></p><p></p><p>Usually either a summary or third person report style.</p><p></p><p></p><p></p><p>One thing I'd recommend is finding a couple of NPCs that you'll get a lot of mileage out of having interact with the PCs, and focusing mainly on them, using the others mostly for flavor and in third person. And when I say "mileage", I mean roleplaying and entertainment mileage, not just ones who'll be important for plot reasons. Rather than pre-deciding which ones these should be, I'd give each NPC who appears a little stage time, and try to pick up on which ones the PCs have a reaction to. In my games, I've found that some of the most memorable NPCs are ones which were completely throw-away ones whom the PCs for some reason found interesting, amusing, infuriating, etc. And some NPCs who I would have expected the PCs to find really interesting really didn't work out that way. So I suggest making the judgement calls based on the PCs' responses. </p><p></p><p>That said, as someone who has played the voyage in the Savage Tide as a player, I have to mention that if you don't have them wanting to murder Avner, you're not doing it right <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="shilsen, post: 4066449, member: 198"] I do different things depending on the individual NPC, the situation and the degree to which the PCs are interacting with them. I certainly don't invest equal amounts of time and energy in all of them. I don't do voices. Since I'm Indian and my players are American, whatever voice I do they'll likely sound like AoL customer service :) I usually utilize both first and third person, with the proportion of first person being directly proportional to the quantity and quality of the interaction. If the PCs are exchanging a couple of words with the barmaid and moving on, odds are it'll be all third person. If the PCs are talking to the head of the paladin's church, I'll have mostly first person, with a little info in third. Usually either a summary or third person report style. One thing I'd recommend is finding a couple of NPCs that you'll get a lot of mileage out of having interact with the PCs, and focusing mainly on them, using the others mostly for flavor and in third person. And when I say "mileage", I mean roleplaying and entertainment mileage, not just ones who'll be important for plot reasons. Rather than pre-deciding which ones these should be, I'd give each NPC who appears a little stage time, and try to pick up on which ones the PCs have a reaction to. In my games, I've found that some of the most memorable NPCs are ones which were completely throw-away ones whom the PCs for some reason found interesting, amusing, infuriating, etc. And some NPCs who I would have expected the PCs to find really interesting really didn't work out that way. So I suggest making the judgement calls based on the PCs' responses. That said, as someone who has played the voyage in the Savage Tide as a player, I have to mention that if you don't have them wanting to murder Avner, you're not doing it right :) [/QUOTE]
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