So I have two examples in mind, of similar situations in two different games that I've recently run for my players. It was the same players in both cases, all of whom I am familiar with from years of friendship and gaming. One is D&D 5E and the other is Blades in the Dark. Both involve an NPC in the given game who serves as an enemy of the PCs in that game, and specifically as a rival of one PC in particular. I'm gonna describe how my GM Notes came into play for each, and how that facilitated play, or provided some other kind of benefit.
D&D 5E
- NPC villain has connections to PC- both were apprentices to a wizard that the NPC wound up slaying at the behest of an evil faction
- Has clear goals that I've set before hand- he's a classic toady in the sense that all he wants is to be treated as an equal among the evil faction, but he will never get that
- He is useful to the evil faction, and helps their cause, but is never acknowledged as a true member
- As a result, he hates what he has done and what he has become, and those in the evil faction who are his allies- he'd love nothing more than the change to bring it all crashing down around them
- He's still unrepentantly evil and horrible- perhaps even more so because of all that he's been through
So he's still currently furthering the ends of the evil faction, but really no longer cares about any of it, and he's just waiting for some moment to try and sabotage all they've done, or else somehow seize power for himself. He's got elements of Gollum and StarScream and similar characters.
These notes give me a sense of how to portray him. They also indicate some ways in which the PCs could interact with him; clearly, they may want to eliminate him (especially the one whose master he killed), but if they realize how far gone he is, perhaps they could capitalize on that, and turn him into an asset, if not an ally.
So I have a very strong sense of this character. I know his goals, I can reasonably take some PC action that interacts with him, and then craft his response in a believable way. I'd say this is the way in which my GM Notes help me. I know this guy very well and can reasonably predict how he'd behave in any situation.
The way that they may hinder me is that I've kind of already plotted things out to an extent, haven't I? I mean, exactly how it goes will depend on the PCs, I expect, but still.....certain paths would seem far more likely than others. How much of a hindrance this may be is probably dependent on taste. For my purposes, and for those of my players, there seems to be plenty of opportunity here for player input with the PCs to influence how things go, and so I'm comfortable with it.
Blades in the Dark
- NPC villain has connections to a PC - both served in the army together a few years before the start of the game
- His goals are not specifically defined, all we know is that there was some kind of falling out or bad blood between the NPC and the PC, and that the NPC is now a vicious killer
- I introduced the NPC into a score as a complication on a failed roll- the PC rolled a Failure to try and bluff his way past some officials into a property owned by another faction, and I had the Rival show up- he had not previously been seen in play
As you can see here, the notes are minimal. All I know is that they have a contentious relationship, and that the guy is a vicious killer. I had the guy show up and say something like "Oh if it isn't Cross Coleburn as I live and breathe" and then the NPC guards the PC was trying to trick are onto him. They try and seize the PC, but he manages to make a hasty escape.
So what was the Rival doing there? Was he affiliated with the faction who owned the property? Was he also working against them like the PCs were? Was it simply chance? Was he there specifically to interfere with the PCs' plans?
I didn't know the answer to any of these questions at the time. Some of them did indeed get answered in play, but I'm not going to elaborate on them other than to say that the player had some interesting ideas on why he may have been there, and I was able to incorporate those ideas into the game.
The drawback, if there was one, was that my portrayal of the NPC was based on a very minimal sketch. I didn't have an elaborate backstory to offer ideas on how he'd behave. However, I don't think I needed one. I was actually free to portray him in any way I want. I mean, "vicious killer" and "former soldier" as your touchpoints would seem to yield all manner of NPCs. I was free to depict him how I thought it made sense in that moment.
In this case, having very minimal notes was no hindrance at all. In fact, it was a good thing because this Rival's ultimate role in play was shaped very much by the player, with some input from me and the other players, as well. His presence at the Score actually prompted questions that sparked ideas and creativity, and we were able to harness that creativity, and not watch it go to waste in favor of some idea I already had ahead of time. My portrayal of the NPC instead flavored the backstory that emerged as we determined their relationship and history in play.
It had the added benefit of me as GM being able to be surprised by the situation with this NPC, and the relationship between him and hte rival PC. I hadn't defined their history together, so I was able to be surprised by it. I like that feeling when I GM. I think it's one of the best things that can happen.
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Now, these are different games, and neither is right nor wrong. Different people may favor one approach over another. Some players may balk at having any ability to help shape the game's fiction in any way beyond character generation. Some GMs will struggle to come up with ideas if they're not determined ahead of time.
But ultimately, there are notes involved in both instances, and those notes inform play. It just seems to me that they do so in different ways.