On Minor NPC Creation
Hello all,
Diviner here to discuss some of the things I like to keep in mind when I come
up with NPCs.
I was
introduced to Dungeons and Dragons 2nd Edition my freshman year of High School
and really liked all the different race and class combinations that were
possible with the system, so I spent hours in math class creating characters
with backstories and different abilities that I would like to play. I fully
intended to play every character that I created, but as time went by I really
began to enjoy the process of character creation.
When
developing characters I tend to think them up in small clusters tied together
by a specific person, place, thing or event. They may not all have been
directly involved with the thing or event, but it serves as a common
springboard for their creation. Depending on the setting, I may make the
clusters friends, lovers, business associates, or enemies. Some types might
include a lone wolf searching for answers to their past, or a gang looking to
terrorize the local townsfolk through intimidation or violence.
My current
method for creating NPCs looks something like this:
- Are they friends, enemies, or indifferent?
- What do they want?
- How are they going to get it?
- What weapons, if any, do they use?
- What do they look like?
- What is their memorable feature? (A lazy eye? A broken finger? A speech impediment? Etc)
Depending on
the importance your players give to the NPC, I add additional depth by asking
more questions (do they have a sibling or a childhood nickname? Habit?
Expression or catch phrase? Special allies? Useful information? Combat
training? Etc) but these aren't needed until the players decide they actually
want to interact with this NPC on a deeper level.
I draw
inspiration from movies, books, things I see on the internet, or even jokes
people have told. I have always liked the characters from crime films and two
directors in particular (Quentin Tarantino and Guy Ritchie). Both of these guys
usually tell stories involving several characters linked by a specific incident
(Pulp Fiction, Snatch). The characters have their own motivations or angles
they are playing, along with their strengths to help them and weaknesses to
overcome (or that hinder them). I enjoy crime films and have in the past run
thief games where NPCs are essential. Nobody wants to talk to the same fat,
balding bartender with an ugly wife. But, by giving the fat, balding bartender
a trophy wife, things change. Yes, the stereotype has been done before (fat guy
with an attractive wife: The King of Queens, Still Standing), but this is just
an example on how one subtle difference can help alter the mood and immerse the
players in your game.
The last thing
I will recommend will be to write down ideas whenever inspiration strikes. I am
never writing when I think of new characters. I am always at work, brushing my
teeth, tying my shoes, or shopping at the grocery store when I have these
ideas. I recommend using a small notepad and pen, but with the advances in
smartphone technology, there are several apps out there (if your phone doesn't
have one already) to write down a few small notes to transcribe later (or email
to yourself.) For my ancient android, I have an app called Color Note (it's
free) that I use for this exact purpose. Find an app you like and go from
there. But always write. You never know when that gem will come along that will
tie your story, campaign, or single adventure together. They will make the game
memorable and your players will talk about it for years to come.
That's it for
now. If you have any questions, don't hesitate to ask.
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