Making NPCs Unique
GameMastery Guide, page 83
Assuming that the GM decides to give an NPC some depth, he will likely want to make her as memorable and entertaining as possible, and might consider the following points to help raise an NPC above a two-dimensional stereotype.
Alignment: Is the NPC’s alignment coherent with her actions? Does her alignment give her any advantages or disadvantages? Alignment should be an effective guideline in defining the behavior and choices of an NPC. Most often, a rigid adherence to a good and evil alignment makes for more memorable characters, but characters whose goals and deeds vary through shades of gray help lend an air of realism to the game world.
Ally: Who is the NPC’s best friend? What is her relationship with the NPC and the PCs? Like the PCs, NPCs often have someone at their side to help them. Designing an NPC’s cohort, hireling, or bound creature as a special ally with a unique personality and cool abilities can be a way to make her master more interesting.
Background: What happened to the NPC in the past? Does that affect the PCs in the present somehow? Designing a background for an NPC, the GM can give an explanation for her appearance, behavior, and characteristics, and perhaps for class abilities, special powers, or unique features. An NPC’s background can merge with that of the adventure itself (especially if the NPC belongs to a long-lived race), making her an interesting source of information or even a living witness to some key event in the past.
Object: Does the NPC possess an object that sets her apart somehow? What is this object like and how does it affect the game? An object such as a magic item can work much like an ally in giving an NPC more flair and weight, and can do it with more subtlety and effectiveness than a living creature. In fantasy, a totally unassuming character can become the protagonist of a story only because she possesses an artifact. Borrowing or acquiring the object from its owner can be a goal of the PCs, of course, and can be done through persuasion, bribery, or combat.
Quirks: A quirk can be anything that sets a particular NPC apart: a fondness for garlic, a distrust of elves, the habit of telling the same story over and over, or even a catchphrase such as “my old gran always used to say...” One or two quirks do a lot to convey personality, but beware, too many and the character becomes cartoon-like and ridiculous.
Secret: Does the NPC have a secret? How can it be revealed and what might be the effects of the revelation? The secret can be knowingly kept by the NPC or something unknown to her. In any case, a twist in a major NPC’s background usually entails a twist in the story, and the GM can reveal the NPC’s secret not only to add excitement, but actually to change the course of an adventure. A secret can also be seen as a focal point in an NPC’s background that might shape the character into more than she initially seemed to be.
Voice: An NPC’s voice—accent, tone, and choice of words—is an invaluable tool in conveying personality. Not every GM has the acting talent to present pitch-perfect NPCs by voice alone, but most GMs can surprise themselves—and their players—with a little effort.
In this section
- Naming NPCs Creating interesting and authentic-sounding fantasy names is a constant challenge for GMs.
- Stereotypes One danger a GM might encounter when designing NPCs is to rely too heavily on the stereotypes drawn from well-known characters in fantasy stories.
- Monstrous NPCs The concept of NPC includes any and all creatures not controlled by a player, although NPCs are commonly associated with a measure of deliberateness and design work, while monsters are more likely drawn whole cloth from…
