S
Sunseeker
Guest
I agree with this greatly. NPCs should have motivations, be they simple for Bob the Farmer or complex for the King of Somewhere. Motivations are things players can remember too, a King is greedy, a Knight is selfless, not only can motivations be used to make the game feel more consistent, but they allow players to make judgement calls based on what an NPC would do based on what they have done and why they do it. Finding an ancient relic while on a mission for the Greedy King might make things difficult if he found out, because he'd demand you hand it over. Since the relic is relevant to the overarching plot of the story, it creates good tension between the greed of the King and the needs of the party.
NPCs with actions but without motivations can do anything, and often lead to the unpleasent trope of someone who had been nothing but friendly suddenly betrays you without a single hint of evil, because now he's had a sudden change of character and is EVIL! It's dumb, it's shallow, and it causes reader/player disconnect with the world.
NPCs with actions but without motivations can do anything, and often lead to the unpleasent trope of someone who had been nothing but friendly suddenly betrays you without a single hint of evil, because now he's had a sudden change of character and is EVIL! It's dumb, it's shallow, and it causes reader/player disconnect with the world.