Updates after each session.

Wednesday, September 12, 2012

Making Likable NPCs

Non-Player Characters, or NPCs, have been commonly identified as nothing more then annoyances,  information carriers, and/or quest givers.  Players often don't even bother learning their names.  Some game masters try to make "living" NPCs, but more often then not players will get what they need, and then never care again.  Making non-player characters likable is not an exact science, but it is something I have achieved in the past.  Here are some nuggets that might help you create some yourself.

First-of-all, if an NPC is going to be likable, they probably need to provide something to the party that the players don't already have.  Don't try and make the local general store owner likable if he is only there to sell the party rations, its not worth the time or effort.  If its just an NPC that a player bumps in to and tries to ask for directions, do the conversation and move on.  Depending on what role in the lives of the player characters the NPC fills, he will have a different set of guidelines if you want to players to like, connect, care about, and appreciate your NPC.


If the NPC is meant to be a companion, short or long term, then tread lightly.  First of all, never make a companion character stronger than the players - on par is probably the best, especially in regards to fighting ability.  If the party has a fighting NPC that is worthless, they will never like him because, well, he's worthless.

For most NPCs that you want to be liked, check their attitude.  Its easy for a character of high standing or power to be insulted by the players, because to the players every NPC is background, nor foreground.  Having an NPC be rude, or lose their temper is fine, unless the character is meant to be likable.  If the NPC is a dick to one party member at first encounter, that party member, and perhaps the whole party, will just be waiting to see that character fail or be removed from the story.

Be careful with sob-stories.  If a character is too pitiful or desperate, they are more of an annoyance than someone the players want to interact with, or even care what happens to them.  Obviously, coming to the players in a moment of need is a great way for an NPC to be introduced.  The best way if an NPC to become a friend of the party is to have that NPC join them as they help him out, and, as above stated, not completely suck, or have an opinion on everything on how things are done.

In fact, NPCs should only suggest a course of action in one of only a handful of situations.  If the party asks, that's the best time.  If the party is at a complete loss at what to do, thats another.  If two players are debating how to proceed, an NPC should rarely intercede.

If you want an NPC to have a heroic moment, a chance in the spot light, make it in an action that is directly for the players.  The easiest being, "Go!  I shall stay and hold them off!"  However, if the party doesn't appreciate him yet, his sacrifice in this circumstance will be forgotten by next session.  Also, you should try not to create the situations with the idea that your NPC gets to shine.  Wait for an opportunity.  Like, if one person needs to hold this lever in place while the rest escape from crushing waters, wait until a player volunteers, then have the party NPC take his place.  If they volunteer your NPC, then they are either self-centered, or you haven't brought this NPC to the point where they care.  If you create a situation designed for an NPC to be the hero, your players will know, and resent it, the character, and maybe even you!

Compliment, but do not worship.  "Your skill with the blade is impressive," is more welcome than, "Teach me, sword-master, I shall follow you to the ends of the earth."  Unless, that is, your player wants to be worshipped.

If the NPC is a mentor-figure, have your NPC be Obi-Wan, not Yoda.  Think about The Empire Strikes Back.  Yoda was determined to not train Luke, saying things like "too old" and "no patience," but Obi-Wan was faithful and patient with Luke.  In a roleplay, if a sword master said "You're too impatient" the player will probably just give them the bird.  Knowing your player here will be the best way to make the mentor relatable, however.

Always remember the players are most important.  To make your NPCs important to them is tricky, but doable.  Creating that connection is like creating a connection in real life.  Having a character, or characters, that the players care about besides there own makes the game that much more interesting and emotional, making for great moments and a more entertaining time.  The most important thing when trying to create an important NPC is to be patient, and let the players decide how far to take the relationship.

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