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| Do you want to see more entries in this series? |
Monday, April 22, 2024
World's Oldest Profession- Salacious Sales in The TTRPG Space?
Saturday, July 24, 2021
Does Your Character Leave a Calling Card?
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| I don't want a bouquet of these when all is said and done. |
Before we get into the meat of this week's topic, I wanted to let folks know that I'm trying to get more active over on Twitter, so if you haven't followed me there, I'm @nlitherl. Also, for folks who want to get all my latest nonsense right to their inbox, consider signing up for my weekly newsletter as well!
Does Your Character Have a Calling Card?
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| Some are, admittedly, more horrifying than others. |
Why Leave a Calling Card?
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| Heroes and villains alike may benefit from this. |
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Monday, October 12, 2020
Game Masters, Make Sure The General Populace Actually Reacts To The Party
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| Because I will seriously do this until you give me some goddamn respect! |
The Setting's Reaction Matters (So Tailor It Appropriately)
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| Those are nasty bloodstains, friend. Care for a shoe shine? |
This Applies To Every Aspect of The Game
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| The lord recognizes your livery, and greets you with respect. |
Additional Reading and Inspiration
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Monday, August 17, 2020
My "100 Kinfolk" Project is Now Available as a Bundle!
As some of my readers out there are no doubt aware, I spent roughly a year and a half tinkering with what I called the 100 Kinfolk Project for Werewolf: The Apocalypse. For those not familiar with the project, I went tribe by tribe out of the core book, and created a list of 100 kinfolk for each of them. The series was capped off by me teaming up with Clinton Boomer, providing a blowout 200 kinfolk for the Black Spiral Dancers!
Anyway, the project's finally finished cooling, and High Level Games decided it was time for the next phase... putting all the tribes together in a single bundle!
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| If you've been waiting, now is your chance! |
What You Get in This Package
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| Ah, but there's something else, too. |
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Saturday, May 30, 2020
Make NPCs Part of Your Story (It Makes Everything More Interesting)
"Just us?" Shireen asked, raising one eyebrow.
As the sorceress entered the throne room, her companions entered behind her. The hulking giantkin Forufti, whose life she had spared in the Sky's Teeth mountains after Sa'Thrirael had tricked him into trying to kill her. The zipping blur of Black Morgana, the pseudodragon she'd freed from a cage in the lair of the assassin lord known only as the Red Spider. The dark-skinned minstrel Ariadne Asher leaned against the doorway, idly strumming her lute, a wicked gleam in her eyes as she took in every detail of the scene to be re-told once the battle had finished. The courtyard rang with the chant of the Thousand Swords, a company of allies that had flocked to Shireen's banner with every victory she'd won on her journey to the Throne of the False God.
"No," Shireen said, lightning beginning to spark from her fingers. "You are alone, Sa'Thirael. I am not."
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| And you will see why that was a mistake on your part. |
The Friends You Make Along The Way
Every player has little tics, and one of mine is that I have a habit of stealing NPCs, and sucking them into my character's personal gravitational pull. Even in games where my character isn't a part of a larger organization, and hasn't taken the Leadership feat, I have this tendency to adopt NPCs who cross my path.
Because even if the NPCs aren't there to help the group mechanically (they're not fighting on the field, hauling our loot, or making us money), they still add to the story. Their interactions reveal things about the party's beliefs and histories, and they can add interesting support elements to the tale being told. And just because I'm the one who pulled the NPC in originally, that doesn't mean they're exclusively mine; they're a part of the story, and they may end up growing closer to someone else in the party over time, adding to their personal arc as things go forward.
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| All those little story points form a beautiful ring around the party after a while. |
Something else I've found, though, is that when you include these extra elements that are attached to your character, it makes your character feel more like a part of the setting. It turns them into an organic element of the world, and that in turn makes everything in the story just flow better.
Which is why I recommend everyone try to either grab onto a few NPCs you meet along the way, or just pre-package your own as part of your backstory if possible.
How Do You Get NPCs To Add To Your Story?
As with most things in storytelling, the simple answer is, "You just say they're present, and bam, there they are!" However, since RPGs are a collaborative game (and sometimes it helps to have some useful prompts) these are some of the most effective situations I've found for adding support NPCs to a game in a "legitimate" way.
- The "I Know A Guy" Method: I talked about this back in The "I Know A Guy" Strategy For Adding NPCs To Your Game, but the short version is that when your group needs assistance, information, etc., ask who in the group knows a guy. Does the watch detective with the extremely high Knowledge (Local) check have a regular informant? Does the fighter who used to be a local champion have a fan that might get the party invitations to the duke's party? Stuff like this is the easiest way to draw in NPCs spun from the ether. A good way to tie these NPCs in is to make them part of your Small Legend, too, so if you're not familiar with that idea click through to read up on it.
- Hiring NPCs: Whether you take on a hireling to help carry loot, or a driver to mind the wagon, this is one of the easiest methods in the game to expand your roster. Because even if the character's purpose is to be your party's coachman, or valet, they still add to your party and can make for a fun expanded cast.
- Recruiting Defeated NPC: This one isn't just for video games, but it does require you to have a DM that will run NPCs who surrender, and whom Diplomacy can work on. Still, if you're in that sort of situation then it can be a ball to negotiate terms with former "villains" to earn their loyalty. Whether it's the orc raiders who just needed supplies who now operate as the guard staff of your party's captured castle, or the cleric of a dark god who reformed and found a new faith in order to redeem their past misdeeds, this can be a great way to continue the story, and ask what happened after. It also gives players a good reason to take NPCs alive, for any DMs out there.
- Class Features: The most common method of adding NPCs to your game is to do it via class features and in-game abilities. While some deride it as just looking for cheese, it is arguably the best way for a player to exercise some control over the narrative, and to have some characters that are entirely theirs to control.
If you take the Leadership feat, for example, you gain a cohort and a bevy of followers that can give you (and by extension the party) a wide reputation and a lot of support in small ways when you need it. Animal companions, familiars (especially improved familiars), and eidolons can also inject a lot of personality into a game, and act as ways for you to spiral out your character's story. Even something as simple as summoning monsters via spells can be a good way of injecting a little glimpse into the character's relationship with the cosmos beyond. While animals may not offer much in the way of story, the reaction of celestial and infernal creatures to the one who summoned them can offer fun details. Especially if you make it clear that you're summoning the same creatures again and again, implying they respect you, they fear you, or you have some power over them that can compel them to aid in your endeavors.
These are just some of the more common methods that I've found work in my games, so I thought I would pass them on to all the other players out there. However, as with anything else that happens at the table, you need to make sure your group (your DM included) is willing to embrace this kind of strategy. If they are, it can lead to a lot of great stories. If not, though, then you're going to end up fighting to try to bring in supporting characters to your narrative, and that can often lead to far more stress than it's worth.
Some Inspiration For Your NPCs
Whether you're a DM who wants NPCs on-hand for your players to interact with, or you're a player looking for some characters to implant into your backstories, the following supplements by yours truly may be just what you need to start the wheels turning!
- 100 NPCs You Might Meet at The Tavern
- 100 Random Bandits To Meet
- 100 Merchants to Encounter
- 100 Nobles to Encounter
- 100 Pirates to Encounter
- 100 Prisoners For a Fantasy Jail
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Monday, January 13, 2020
Somebody Who Knows You (A DM Tool For Moving The Plot Along)
"Somebody Who Knows You," by contrast, is a tool used by the DM to help move the plot along instead of the players. However, while the person who knows you might be useful, they are always going to be a complication.
When Your Reputation Precedes You
Unless adventurers purposefully keep a low profile and ensure no one knows who they are, you're bound to be recognized eventually... for good or ill. This is where The Small Legend about who a character is and what they've done comes in particularly handy for the DM, as it can provide some fertile ground for adding difficulties that move the plot along.
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| Difficulties, you say? |
On the one hand, this complication has provided a way to get the party where they need to be. Unfortunately, it comes with strings attached... but that's the trade off.
The somebodies who know the party can come in a wide variety of shapes and sizes, catered to fit the current needs of the adventure and what the PCs have done (both as individuals, and as a group). For example, the somebody in question might be a member of a local gang who's willing to scratch the party's back if they scratch his... nothing too deplorable, but it's a job no one in his crew really has the skills to pull off. Perhaps the party is in dire straits, and the barbarian is about to be killed, when an arrow comes out of the darkness. A bounty hunter's been on the party's trail, but if Tolasha Grimtooth is dead, then there's no reward for her. Perhaps having her life saved means she's now indebted to the hunter according to the honor code of her people, and now the party have to defend her against the crime she's being turned in for (and it's possible said bounty hunter could become an ally or an enemy in the future, depending on the party's actions). Perhaps the party is cornered at the inn, about to be cut down, when a gang of hobgoblins rushes in; the war band has been on the party's trail for months, and they're not going to let a bunch of militia pink skins steal their kill!
And so on, and so forth.
Keep The Theme, Offer Opportunities
While the examples above are all characters from the DM's side of the table, you should feel free to ask your players if they would allow you to add NPCs to fit certain parts of their backstory when using this mechanic. For example, if a character is a runaway noble, make sure the player is going to be okay with you introducing one of his old swordmasters, or a rival baron's son who knows him from before he left home. Especially if you're using both the "I Know A Guy" and "Somebody Who Knows You" strategies at the same time.
You don't want to step on your players' potential flourishes by beating them to the punch, after all.
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| Come on, Dervish. Boss has been wanting to talk to you for a while, now. |
You get the idea.
The biggest piece of advice I want to drive home to my fellow DMs with this strategy is that it should emphasize the characters' reputations, and dip into their backstories. Make them feel like this is a direct result of who their characters are, and they will bite it much harder than it you just gave them a generic plot hook.
And if you're looking for some NPCs to keep on hand as the "Somebody Who Knows You" character, you might find the following supplements to be helpful:
- 100 NPCs You Might Meet at The Tavern: My biggest seller to date it's got travelers, sages, muscle for hire, bouncers, brawlers, gang lords, and gamblers... a mixed bag to fit all sorts of situations.
- 100 Random Bandits To Meet: Because sometimes you get recognized for entirely the wrong reasons, by entirely the wrong sort of people. And for those running a more nautical-themed game, you should check out 100 Pirates to Encounter as well!
- 100 Merchants to Encounter: Whether they're big fans, or you move in the same black market circles they do, there's all sorts of dealers in this one from the mundane to the magical.
- 100 Nobles to Encounter: Perhaps they want to rub shoulders with real adventurers, or they need bodyguards for the evening, sometimes it's good to have admirers (and even enemies) in high places.
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Monday, November 4, 2019
DMs, When It Comes To World Building, There's No Such Thing As Wasted Effort
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| It could have been a great dungeon... but they didn't want to explore it. Why do I bother? |
A Great Re-Structuring Is Always Possible
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| And we'll just move you... here. This spot's perfect! |
Lore Isn't Wasted (Even If No One Bites The Hook)
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| Anyone curious about the Dragon Pikers? Anybody? Come on, guys... |
Looking For Some Inspiration?
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Monday, August 5, 2019
DMs, Prevent Murderhobos By Rewarding Alternative Player Strategies
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| He's a big guy, right? I take his shoes. |
While there are numerous reasons that players turn to the life of the murderhobo, there is one thing you can do to help reform them. In some cases it even stops PCs from becoming murderhobos in the first place. The method is simple.
Reward the effort that comes with taking alternative routes, rather than simply making death the quick and easy answer to everything.
Enemies Should Be More Than Mere Mooks
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| It's still AN option, just not THE option. |
Taking Prisoners, Instead of Taking Heads
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| Poster don't say nothing about the condition his knees have to be in, though. |
Repercussions For Their Actions
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| Valor may be its own reward, but sometimes it helps to sweeten the deal. |
You Get What You Give
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| Return on investment is the name of the game, here. |
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Monday, July 29, 2019
Dungeon Masters, If Your Players Focus on Something, Make it Matter
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| "So, Boblin, what's up with the smoking man there? And what the hell is he drinking, eh?" |
However, instead of trying to push your players back onto the course you had planned for them, you'll get better results by just finding a way to get them where you want them to be using this new thing that's caught their attention. Or, at the very least, throw them a bone to show that interacting with the world (even in unexpected ways) garners results.
How, Exactly, Does This Work?
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| All right... but who ELSE is at the bar? |
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| It's all connected! |
Everything in Service of The Overall Goal (When You Can)
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| Subtlety is your friend, here. |
Some Additional Advice
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| But... but I had the molotovs prepped and ready to go! |

























