And while criticizing Game Masters (as well as players) for being too "video gamey" in their approaches is a common thing in the hobby, I feel like there is value in looking at what these games do right. And while we can argue about which games have good narrative design, and which ones give you freedom of choice, I feel there is a particular aspect a lot of GMs might overlook... namely the merging of function and form that typically happens with important NPCs.
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A Merging of Function and Form
Any time you have a recurring NPC in a video game, they tend to serve some, mechanical function in your game. It might be a character like Blacksmith Andre in Dark Souls, who repairs and upgrades your gear, or it might be someone like Wirt in Diablo who gives you rare and unusual items if you're willing to gamble on them, but the idea was that if you were going to have an NPC who got animations, art, and voice lines, then they needed to be a functional part of the game as well as a part of the story in order to justify the time, work, and expense of rendering and including them.
Now, as a Game Master, you can spin up NPCs from out of thin air, and use them to plug in whatever need you have... however, doing that can eat up a lot of time, energy, and effort, and it can leave you with an ever-growing roster of characters you have to keep track of that can make your story feel a bit bloated as you try to keep track of who is who, while not losing your grip on the story you're telling. So, to keep your list somewhat streamlined, it's a good idea to make sure that particular NPCs you want to keep around serve a specific role in the game, as well as occupying a particular place in the story you're telling.
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There is, however, an additional factor you need to balance, here. Because regular, recurring NPCs should serve some mechanical purpose, but at the same time you don't want them to be more powerful than your player characters. You can end up walking a very fine line when it comes to what an NPC can do... but sometimes that can be a fulfilling part of the challenge that can also add to the flavor and lore of the character in question!
For example, let's say you have a shady NPC who hangs out on the rough side of town. Maybe his original purpose was to get rumors to the party, and to act as a way for them to gain access to black market goods like poison if they stay on his good side. That function doesn't require him to be a powerful character in his own right; he could be a level 1 thug who just happens to have a network of contacts that lets him act as a dispensary for the party. But what if you wanted a character to act as a source of lore, or to help identify magical items, spells, etc. that the party can't figure out for themselves?
This is where that creativity comes in.
For example, does your party form a relationship with an acolyte who lives in the large, arcane college's library who does all the research, devoting their time and energy to giving the PCs answers because they know how to comb through the collected knowledge of the institution rather than because they themselves are a master of the magic arts? Do they instead talk to a local hermit who was once a cleric, but who has since turned his back on his faith, meaning that he still has all his knowledge (and maybe a few spells kept in reserve), but he is only a shadow of his former self? Or is there an eccentric noblewoman who has devoted her life to the study of magic, fascinated by everything it offers even if she has no skill beyond theory and history?
The key here is to walk that fine line. Because if the PCs interact with a particular NPC for long enough, then they will often end up becoming their go-to ally or source. This will help you keep interactions going, deepen relationships with these characters (hopefully), and allow you to toss out some pieces of their lore as time goes on.
It can also be a particularly good method for making sure that you don't have to make up a new roster of NPCs every time your players want to go shopping for new gear, replenish their spell components, or commission a new weapon or armor set. Which will save you a lot of time and energy by the end of your campaign... even if you just establish a fresh set of useful NPCs in every new location when you get to a fresh arc of your story.
Looking For Some NPCs To Fill In Your Gaps?
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You should definitely check these out if you haven't yet! |
If you're a Game Master who wants a little help with the heavy lifting of NPC creation, I've been putting together a lot of supplements on this subject. And while a lot of these NPCs are just scene fillers like the drinkers at the end of the bar, or the merchant dealing in leathers, all of these supplements are interspersed with NPCs who have the kind of mechanical roles I've mentioned above. So whether you're looking for curators of alchemical goods, underworld figures who know how to get you illegal goods, weapon smiths of extraordinary skill, or curious scholars who can find the lore your characters need to advance the plot, consider picking up some of the following supplements:
- 100 NPCs You Might Meet At The Tavern: The flagship product of my blue-book covers, this one is a bestseller for a reason, in my opinion, and it has a little bit of everything in it.
- 100 Helpful Hirelings: A collection of folks who are more than happy to help out the party, this collection has everything from laborers and squires, to locksmiths, arcane scholars, and more!
- 100 Merchants To Encounter: From traveling magic item dealers and fey marketeers, to ironmongers, tanners, and booksellers, this collection has a long list of folks who can be ideal for getting the right items into the party's hands... and many of them also provide secondary services that can be quite useful!
- 100 Nobles To Encounter: Whether they're meant to act as paymasters, as someone who can open doors for the party, or just someone who is willing to help whenever possible, it's a good idea to know what nobles one can find in the area.
- 100 Town Guards: A collection of the town's investigators and enforcers, these NPCs are often good for getting information into your party's hands, for giving them some leeway with their methods, or even providing them with some unusual tools, if they play their cards (dice?) right.
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