Showing posts with label plotting. Show all posts
Showing posts with label plotting. Show all posts

Wednesday, March 1, 2023

The Case For Using Recurring NPCs in Your Game

Before we get started on this week's topic, I wanted to take a moment to ask a favor from my regular readers. Recently I put together an article titled If 90,000 People Read This Article, I Can Pay My Bills This Month. The piece goes into the sheer, ridiculous numbers that creators need to have in order to get any amount of money for their work, and it emphasizes the importance of community support.

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And now, on with the show!

The Case For Using Recurring NPCs in Your Game


I return, singed, but triumphant.

We all know what NPCs are. After all, it's right there in the name; non-player character. Any person in the game world who isn't one of the players' avatars falls into this category, from the bartender at the local tavern, to the head of the thieves' guild, to the king who gave them the quest, and the lich lord they're opposing. Everyone not under the direct control of the players is an NPC, and they're all being puppeted by the Game Master.

However, there are a lot of GMs out there who will treat NPCs like tissues; they use them once, and then throw them away. That's why this week I wanted to take a moment to explain why I think recurring NPCs are an important part of a game, and why GMs (and the players) are better-served by a rotating cast of established characters than they are seeing new faces all the time.

Point #1: It Leads To Greater Investment


I mentioned back in Death, and Its Role in RPGs that when you have a game with a high lethality rate, players don't get overly invested in their characters. The same thing happens when you have NPCs who vanish from the narrative once they've walked onstage, said their lines, then walked off again.

This isn't to say that every NPC has to be a long-term commitment. Sometimes people are only there to serve a minor role, or you don't have big plans for them in the story. But when the PCs interact with the same cast of characters repeatedly, they begin building relationships with those characters. Whether it's as comrades, or as long-term antagonists, this can really enhance the game over time, and get your players immersed in the narrative instead if just dismissing NPCs because they know they won't be present long enough for any meaningful interaction.

Also, if your players tend to kill any enemies you put in their path, consider checking out I'm Back!, which is a supplement specifically for explaining villain survival and/or resurrection when we thought for sure they were permanently dealt with.

Point #2: It Emphasizes Consequences For Player Actions


It's been said (by me, in 100 Tips and Tricks For Being a Better Game Master) that a majority of your job as GM is just to watch what your players do, and give them appropriate consequences for the actions they take. Because from small decisions like choosing to show kindness to the beggar on the street, or big decisions like taking their enemies in alive to face justice, are all far more meaningful when the NPCs circle back around as an active part of the narrative.

For example, say the party rogue tosses a coin to the street urchin outside the tavern. You could just leave that as a one-off encounter, and nothing ever comes of it. But maybe word gets around about the rogue's generosity. The gang of boys said urchin belongs to starts coming around more, and the rogue ends up becoming something of a teacher and a patron to them. These NPCs can be used as a way to get information to the party, to introduce new quests, etc., but their continued presence is a direct result of player action, showing them that attempting to build rapport has results in this game.

Alternatively, consider PCs who broke up a cult, killing the cult leader. Are they kind to the followers? Do they take the time to deprogram their hurtful beliefs, or do they just abandon them? If the former, do these ex-cultists become squires and apprentices, helping the party? Do they reintegrate into society, watchful against threats like the cult that swept them up? If ignored does the cult reform, with someone new reaching out to the dark powers that their leader had tried to wield? Whatever happens, it should be tied directly to what the PCs did (or didn't) do.

Point #3: It Makes Things Easier For You As The GM


This point is third on the list, but it's first in my mind as the GM because it falls under the work-smarter-not-harder ethos. Because if you've already put in the time and effort to create NPCs who fill certain roles in the story, and those characters are known quantities who are already on the table, why do that job again, and again, and again instead of utilizing the resource you already have at your fingertips?

Don't be afraid to get creative with this one, either!

For example, let's say you had a tailor who helped the party prepare for their debut at the duke's ball. The wild-haired gnome took every question, no matter how strange, in-stride and formed a budding friendship with some folks in the party. The ball went splendidly, and the PCs now have to seek out a guild of spies that the duke claims are undermining the government, and leaving them vulnerable to outside enemies. And sure, you could just create a whole new set of NPCs for that role... but why not bring back Marselie the masterful tailor as a representative of the Red Thread Society? This adds a new aspect to the character, and it might make the PCs question who's side they're on, and who is lying to them about what's really happening. Is the duke telling the truth? Is the society the tailor belongs to really a bunch of freedom fighters? Or are both sides trying to use them as pawns?

Alternatively, say the PCs are in a tight spot, and you're looking for some narrative reason that will keep the story going, but which won't feel like you just gave them an out. Perhaps they're captured, and locked in the villain's dungeon... but the henchman put in charge of them is a bandit whose life they spared several levels back. He owes them, and makes them a deal. If he unlocks their irons, and leads them to their gear, then they'll get the price taken off his head by the governor who gave them the quest once they've dealt with the warlord who's building a dark army. This both shows that the PCs' previous actions have consequences, and it gives you more tools you can use to further the story without introducing any new elements.

Also, as a final benefit, this strategy can make it look like you had deeper plans than the players were initially aware of... even if you tacked on the secret backstories or surprise appearances of these recurring NPCs based on who the party had the best (or worst) interactions with in the past.

Need Some Extra NPCs in Your Game?


Folks who've been following my work know that over the past few years I've put out a lot of content that revolves around giving Game Masters extra NPCs to draw on should they need names, personalities, and descriptions in a hurry. If you want to have a list of NPCs you can quickly draw on to fit your game, and who might become recurring characters, consider grabbing some of the following:

- 100 NPCs You Might Meet at The Tavern: This was my first Gold metal book from Azukail Games, and you get what's on the cover. Hedge knights, traveling boot makers, wandering merchants, an elven gang lord, and more can all be found between these pages!

- 100 Merchants to Encounter: My second Gold metal winner, this one is meant to spice up the shopping experience, and to make getting gear (particularly rare, unusual, or even illegal items) more than just a numbers game. From strange fey creatures who appear in glades at sunset, to suppliers of assassination supplies who operate toy shops as a front, to Crazy Olaf's hock shop geared toward those looking to offload all their dungeon trash, there's all kinds of options to make shopping an actual experience in here.

- 100 Random Bandits to Meet: Whether you're looking for a dangerous, recurring antagonist like The Maneater or Dreadskull, or you simply want the hoodlums and highwaymen your party encounters to have a little more personality (and something that would justify roping them back into the story later) there's all kinds of rogues and rebels in this supplement. For those in a seagoing campaign, consider checking out 100 Pirates to Encounter, as well as 100 Prisoners For a Fantasy Jail if you're going to be spending any time in lockdown.

- 100 Nobles to Encounter: From dragon-riding warriors, to strange, long-lived lords of the moors, to seat-holders of the dwarven enclaves, the nobles in this supplement could make for powerful friends, or foes, depending on how the party treats them. So whether you need quest givers, schemers, plotters, or patrons, there's a slew of options in this supplement. Or, if you want something with a little more depth to it, consider taking a look at A Baker's Dozen of Noble Families!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Daily Motion channel!. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Monday, October 2, 2017

Want Your Games To Be More Engaging? Then Make Failing Interesting

When we roll the dice, there is always that moment of tension. The knowledge that there is a 20 on that die, but there's also a 1. Even if you built your character to accomplish this specific task, and they're properly equipped, there is always that ever-looming specter of failure. That chance that this time, all your planning just won't cut it. But you roll the die anyway.

All right you little bastards... don't let me down...
When you succeed, the very act of success is the reward. You hit the monster, you pick the lock, you sniff out the lie, etc., etc. When you fail, though, it can sting. Not just because you failed to do the thing in the first place, but because of how you can feel dismissed when you fail. You feel like the actions you took were wasted, or didn't matter. The sort of stuff that, if this were a movie, would get chopped out of the final reel, and left on the cutting room floor because it's not dramatic enough.

That isn't a feature, though, it's a flaw. Unfortunately, it falls squarely into the DM's wheelhouse to fix it.

Make Failing Affect The World As Surely As Success


I mentioned back in How To Keep A Positive Attitude At The Table (Even When You're Rolling 1's), that one of the biggest reasons players disengage is a good run of bad luck. Even if you're chomping at the bit to play, all it takes is four or five rounds of unbroken failure for that enthusiasm to drain out of you. Another three or four rounds of doing nothing, and you unplug from the game until something changes. And the reason is fairly simple. When you succeed, you have a narration to make. You talk about how you Fonzie-open the locked door because of how high you rolled, or how your feint followed by a crushing blow to the werewolf's skull lays it low. When you fail, the only impact is that you failed.

Or is it?

Yes, I'm getting to the point.
The primary reason we are uninterested in spending description time on acts that fail is that they have not affected the game world in a meaningful way. Sometimes your grip slips due to a bad Climb check, and you fall, or you botch a Disable Device check, and your lock pick breaks, but other than that all a failure does is whiff.

But what if your failures led to interesting developments in the same way your successes did?

The key word there is development, not punishment. One of the most common things DMs do to make failing matter more is to add penalties. Warriors drop their weapons, spells that don't penetrate SR cause a backlash and do subdual damage to the caster, etc. That's just adding insult to injury, though. The player already failed in what they set out to do, and they shouldn't be punished for that failure with further negatives.

Instead, ask what happens as a result of their failure.

So, the archer took their shot, and missed. And, following the rule of, "don't punish people for trying," we aren't going to have that arrow randomly plant into one of the fighters in the fray. But what else could we have it do? Well, let's say it flew true, but the enemy ducked to avoid a sword swing, so the arrow flew past them. Where does it go? Does it plant itself solidly in a nearby tree? Does it slam into the castle keep's door, shuddering with the force of the shot? Does it hit one of the torches, slamming it out of its sconce, and knocking it onto the floor? Does the torch set the carpet ablaze, creating a fire hazard? Does it instead go out, dimming the light in the room by one step?

Little changes can make a big difference, and if those changes can be caused by failed rolls then players will learn to wait for the results of their actions. Instead of just grunting, and making a hand gesture that their turn was wasted, players will get into a rhythm of adding up the full amount for their action, and giving it to the DM to see what happened. Because sure, they might not have made the DC 30 Perception check to find the hidden door, but their 25 may have drawn their attention to a painting whose eyes appear to be holes leading to the hidden hallway. And while their Use Magic Device check of 15 is nowhere near the necessary DC, the sword they're holding might demand that the PC unhand it, and give it to a worthier bearer, revealing that it's intelligent even if the character knows nothing else about it.

It's important to establish a back and forth with all your players, instead of just those with good numbers. It keeps everyone involved, and interested in what's going to happen next.

Long-Term Planning, Short-Term Improvising


Sometimes making failing interesting is a small thing that happens in the moment. Knocking the light down by shooting a torch out by accident, for instance. But sometimes there are going to be checks that will be more of a long-game. Checks to make allies, for instance, or to catch someone in a lie. Things that will set events in motion. While you should want your players to succeed on those, too, it's important to make sure that if they don't, you still have something interesting planned for them.

For instance, say your party is trying to ferret out a spy at the duke's latest social gathering. They're watching for subtle body language cues, and trying to slip pointed questions into conversation in order to get a sense of who is lying to them, and who is trying to cover something up. Now, as the DM, you know that the real spy is the duke's cousin Reginald. He's handsome, charming, and he's secretly reading the duke's correspondence with the king before passing it along to his masters. However, none of the party members interact with him for very long, and those who do don't make the DC 25 Sense Motive check to get a sense that there's something wrong.

But is anyone else there trying to hide something?

I'm telling you, it's the Countess. There's just something about her...
For example, the players might notice that the head scullery boy is nervous, even though he's trying to appear friendly, and cool. If they grab him, and haul him behind the house for interrogation, they might find that, rather than being a spy, he's been sleeping with the duchess behind his lord's back, and is terrified that he sent you to kill him for it. Maybe the mayor starts sweating a little harder than he should, but it turns out that he's embezzling funds from his office, rather than spying for another kingdom. Perhaps the young viscount really is keeping a secret, but that secret is that he's obsessed with the party's sorcerer, and he doesn't want anyone finding out his true feelings.

Now, the party technically failed, in that they didn't locate the spy. But that failure wasn't just a Game Over screen for not finding the actual spy. They still did something, even if it wasn't what they were trying to do. And it's possible that any of the paths they ended up pursuing might lead them to the real spy... with another Diplomacy or Intimidate check to coerce the suspicions out of the mayor, or to hear from the scullery boy that he's seen Reginald skulking about late at night when the rest of the house was asleep. Or, perhaps, Reginald himself invites them to an after-party, whereby they're ambushed, and they then have to fight their way free to inform their bosses they've located the spy after all.

That's essentially the goal of the DM who wants to make failing interesting on a long-game scale. While there are checks that will get the party closer to their set goals, narrate all their attempts equally, and have events happen as a result of those failures. A bad Bluff check might mean the guard captain knows the party is lying to him, but he may not be sure why. So he lets them go, but with a tail of his own men to spy on them. This could mean the guards are near to hand if the party gets ambushed, or if they try to do something highly illegal before shaking off their tail. A failed Diplomacy check to gather information might get the party something that's rumor rather than fact, leading them to the wrong dock front warehouse. This one doesn't have the cult, or the idol, they seek... but there is a booming brothel on the second floor. And, perhaps, there are some folks there who know about the cult, and can help the party re-orient their course.

If most actions taken (success or failure) go somewhere, then your players are going to pay much closer attention. And while you shouldn't struggle to make something interesting happen every, single time the numbers just don't add up, get into the habit of planning and improvising what happens when they're close, not so close, or completely off-target. It will transform the flow of your game, I will testify to that.

That's all for this week's Moon Pope Monday installment. Sorry it ran a bit long, but it's a topic I've been thinking on for a while now. If you're looking for more content from yours truly, then check my archive over on Gamers. It's full of great stuff, and there are plenty of other talented writers there, too. If you want to stay up-to-date on all my latest releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to help support Improved Initiative, head over to The Literary Mercenary's Patreon page to leave a little change in my jar. If you pledge at least $1 a month, I'll send you some sweet gaming swag as a thank you!