by Mitchel Emley
One of the greatest challenges for a Dungeon Master is in the creation of a compelling story. It involves just as much effort as writing a novel; from characters, to world building, to plot lines, and narrative mechanisms. What is it, however, that draws in players? Beyond anything else, it is the portals through which the players get to engage with the world building of the DM.
You could have the most unique setting, the most compelling backstories, but without NPCs that can rise to the occasion, your players will never know. They’ll never get to experience the things that make your world fun, interesting, and engaging for them. Of course, a lot of this is subjective to the whims of players, and you may get cursed with the infamous “murder hobo squad” that just happily kills anything and everything you put in front of them.
It is still worth the risk, however, to craft compelling characters.
Something that makes Critical Role legendary among DND players is how Matt Mercer approaches NPC creation. He uses them as the point of view into the deeper storytelling that exists in the backdrop of a campaign. Do the players talk to the beggar on the street or do they walk by them? If they walk by, what do they miss out on, and how is it revealed that they missed out on this information?
Matt Mercer suggests having a firm grasp on how characters are meant to interact with each NPC and then having a powerful driving force for that particular NPC. Do you have a shopkeeper who doubles as the information broker? Why do they do what they do? Is it because their little brother is being kept by The Big Bad? Are they in debt? How does this information present itself and, more importantly, how do you get players to engage with it?
Tailoring your NPCs to the player character composition is just as important, since if they’re all evil or lawful evil they won’t give a hoot about the shopkeeper's little brother. But a Paladin or a Good aligned character probably will, giving you a hook for them to explore that interaction. Beyond just quest-related things, NPCs can appeal to the hearts of the players through careful use of body language and setting. Show, don’t tell, the players what is happening by use of the environment.
If you’re running these NPCs in a live game or over voice chat, it’s important to consider how much range you want to give them. Do you want a unique voice for every character? How realistic is it for you, given the size of the cast?
You can use NPCs to guide players' experiences and teach them how to navigate the ins and outs of the campaign while not making them feel like they’re being railroaded on every interaction. This is why improvisation is important for a DM, since you’ll need to be able to whip something up on the go depending on the mood and attitude of the players. You could have a detailed background and prepped a specific voice for this amazing NPC but if the players think that one goon near the bush is more interesting, then you’ll have to adapt.
Managing an improvisation system is tricky, as you don’t want to rely entirely on it. A good balance between planning and improv will give you as the DM the best flexibility and the players a solid sense of scene and place. Something that I suggest is to have a slate of NPC types, with a basic outline of their personalities and then their story purpose.
Perhaps your players are at a fork in the road; on the left is your Druid NPC who can guide them to a shrine where a god will tell them about The Big Bad. On the right is a thief who will take them to the city that then reveals through clues the location of The Big Bad’s lieutenant. Both paths are rewarding to the player and both NPCs can serve a purpose without being a waste of creative effort no matter what path the players choose. For some DM’s, this is a tough idea to really embrace, because they greatly enjoy the process of hand crafting detailed NPC’s. Modifying their creation process so that these detailed NPCs are non-localized (that is, aren’t confined to a single game-space) will still let you slot them into the game.
You should also be ready to adapt your NPCs based on PC conversations. If you’re listening to the players talking and they’re struggling to come up with ideas on how to approach a puzzle or a difficult encounter, consider bringing one of your NPCs up. This NPC, depending on how players approach them, can then provide meaningful interaction and player agency. Tying in well with the “prepper” style of NPC creation, these problem solver NPCs can both be great to get the game going again and for building rapport with players. Generally, I keep two to three of these “ace” NPCs that I spend a lot of time on in my back pocket for just such an occasion.
Definitely consider giving yourself space and time to do some preparation work prior to the game session. Sit down, reinforce the use of this NPC that you’re planning to bring and ask yourself “what purpose do they serve”. Also be prepared to have some of the looser improvisation style NPCs available in case the players take a different turn from what you were expecting. Consider carefully, as well, if you are using any tropes. You want to avoid stereotypes or anything that can be considered alienating for players. Definitely have a conversation with your players about things they find uncomfortable and be sure to note this down so you don’t accidentally use them in your NPCs.
Creating memorable NPCs is just as much about the process as it is about the cool ideas and the story elements. Take into account the function of the NPC in the story, how often you plan to have the players interact with that NPC, and be comfortable in having fluidity with how that NPC is portrayed. Improvisation is a good thing when done in moderation and can reach a great balance when combined with a specially crafted and detailed NPC. Be willing to experiment to see what resonates strongest with your players and tailor that experience to that group. Always craft from a place of comfort - don’t overextend yourself trying to appease the players or do voices that could possibly injure you. NPCs are the gateway for the players to immerse themselves in your campaign setting, but they’re also the gateway for you as the DM to interact with your players. Have fun with it!
About the author:
Hello there! My name is Mitchel and I have been writing for over a decade. With a preference for the 'hard' side of science fiction and fantasy, I pride myself on complex and detailed worlds, characters, and stories. I'm a huge fan of books like Dune, The Culture series, Lord of the Rings, and the Dragonriders of Pern. Games that act as story generators, like Rimworld and Skyrim, are some of my favorites as well. I also have enjoyed roleplay in DnD, Star Wars, Final Fantasy, and Stellaris based settings. I'm located in Portland, Oregon, and have lived here for a decade now.
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