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<blockquote data-quote="Treebore" data-source="post: 4281864" data-attributes="member: 10177"><p>I find that by just making the NPC's "come alive" by giving them their own motivations (often very minor) and personality it helps my players immerse. </p><p></p><p>One that seems to work most often is the bakery shop. Everyone loves something that is fresh baked. So they go there and I have a plump motherly looking type behind the counter, the "beer gut" husband in back switching out the current pies with the "need to be baked" pies. I also describe the great smells of cherries, cinnamon, all spice, apples, etc...</p><p></p><p>I'll then tell them about the 8 year old boy sweeping the floor, the older kids rolling out dough and placing them into the pie tins in the back, etc...</p><p></p><p>I tell them how the "mother" has a warm welcoming voice as she says, "Hello, what may we make for you today?"</p><p></p><p>The players typically ask what they offer. As she goes through the list I tell my players that the little boy sweeping the floor pipes up in a Tiny Tim like voice saying, " I love my mums apple pie! She puts lots of cinnamon in it!"</p><p></p><p>Then I have one of the kids doing the dough, usually a sister, say something like, "You like so much cinnamon Timmy that anyone else would gag on how much mum puts in it for you!"</p><p></p><p>Etc...</p><p></p><p>Then, once I got comfortable with creating this scene and developing the characters it became easier for me to do it with other aspects of the game. Which helped my players become immersed.</p><p></p><p>Maybe that si what your player is looking for.</p><p></p><p>Many of my players will go back to a specific vendor, even if they are days/weeks away, just because they liked them.</p><p></p><p>Which I feed when they return.</p><p></p><p>"I would normally charge 25 gold for this sword, but since your a good customer and I like you and all, I can afford to cut you some slack and only charge you 21 gold for it."</p><p></p><p>Believe me, a lot of players tend to really like this stuff. Plus you can use these people to really immerse your players. </p><p></p><p>Like one time I had a farm family that had an great apple and peach orchard get kidnapped by slavers. The slavers burned the home which got out of control and burned the nearby barn and even managed to spread to nearby orchard trees.</p><p></p><p>The players became very focused, even intense. Blood was wanted! The players were like a guided missile! Since they showed no mercy no prisoners were taken. So as the family was tearfully thanking them for being such great friends for saving them etc... I had the father tell the party how they heard the slavers talking and...</p><p></p><p>So you can draw in/immerse your players and still give them plot hooks. Plus when I introduce them this way they have never been ignored. Mess with good friends of an adventurer you may as well count your self dead.</p></blockquote><p></p>
[QUOTE="Treebore, post: 4281864, member: 10177"] I find that by just making the NPC's "come alive" by giving them their own motivations (often very minor) and personality it helps my players immerse. One that seems to work most often is the bakery shop. Everyone loves something that is fresh baked. So they go there and I have a plump motherly looking type behind the counter, the "beer gut" husband in back switching out the current pies with the "need to be baked" pies. I also describe the great smells of cherries, cinnamon, all spice, apples, etc... I'll then tell them about the 8 year old boy sweeping the floor, the older kids rolling out dough and placing them into the pie tins in the back, etc... I tell them how the "mother" has a warm welcoming voice as she says, "Hello, what may we make for you today?" The players typically ask what they offer. As she goes through the list I tell my players that the little boy sweeping the floor pipes up in a Tiny Tim like voice saying, " I love my mums apple pie! She puts lots of cinnamon in it!" Then I have one of the kids doing the dough, usually a sister, say something like, "You like so much cinnamon Timmy that anyone else would gag on how much mum puts in it for you!" Etc... Then, once I got comfortable with creating this scene and developing the characters it became easier for me to do it with other aspects of the game. Which helped my players become immersed. Maybe that si what your player is looking for. Many of my players will go back to a specific vendor, even if they are days/weeks away, just because they liked them. Which I feed when they return. "I would normally charge 25 gold for this sword, but since your a good customer and I like you and all, I can afford to cut you some slack and only charge you 21 gold for it." Believe me, a lot of players tend to really like this stuff. Plus you can use these people to really immerse your players. Like one time I had a farm family that had an great apple and peach orchard get kidnapped by slavers. The slavers burned the home which got out of control and burned the nearby barn and even managed to spread to nearby orchard trees. The players became very focused, even intense. Blood was wanted! The players were like a guided missile! Since they showed no mercy no prisoners were taken. So as the family was tearfully thanking them for being such great friends for saving them etc... I had the father tell the party how they heard the slavers talking and... So you can draw in/immerse your players and still give them plot hooks. Plus when I introduce them this way they have never been ignored. Mess with good friends of an adventurer you may as well count your self dead. [/QUOTE]
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