Showing posts with label non-player characters. Show all posts
Showing posts with label non-player characters. 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.

So if you want to help me actually stay one step ahead of my bill collectors, please give that article a read, and share it on your social media pages. Or, if you want to help more directly, please consider becoming a Patreon patron, or even buying me a Ko-Fi to help me get through the challenges 2023 is throwing at me.

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!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Tuesday, March 26, 2019

The Helpful Hireling (An Alternative to The DM PC)

There are few things that start arguments faster than talking about dungeon master player characters. For those not familiar with this concept, a DM PC is when the dungeon master creates a personal character of their own, and has them join the party just like any other PC.

And, if you ask around, this is an arrangement that can get stupid in a big damn hurry.

"Yeah, my mount is secretly a dragon. So what?" Dude, we're level 5.
On the one hand, it can be argued that a DM PC is a great way for the DM to flesh out the party, and to fill roles that none of the players chose to fill. Especially if no one chose to bring a healer, a buffer, or someone with the ability to disable traps. On the other hand, a DM PC becomes a huge matter of trust. After all, the DM knows what is in store for the players. They know the challenges the PCs should be facing, and it's hard not to grow suspicious when their personal character happens to have just the right spell for this situation, or happens to have a particular item that there was no real reason for them to have if they weren't gazing into the future.

This week, I'd like to suggest something for the DMs out there as a way for you to have your cake, and eat it, too. I call it the Helpful Hireling.

What Is The Helpful Hireling?


Every dungeon master out there is familiar with the idea of a hireling. They're an NPC that the party can bring on, usually to help out with a small task. They're the ones who drive the wagons, carry the extra gear, act as guides, and sometimes provide their knowledge in deciphering the hidden messages in the ruins. But, generally speaking, hirelings are supposed to be pretty squishy. The player characters are the heroes, here, after all, and the hirelings are the support staff. At best, they have a few levels of an NPC class.

The world is full of people with the same classes as the rest of the party, though. So make some of them available, and looking for work!

"Hey there! Skeld Skullsplitter, spelled just like it sounds."
Rather than a dungeon master making a personal character for themselves, as you would with a normal DM PC, you instead make a dozen NPCs who are built using the exact same resources that the players have access to. And then, if the party recognizes there's a role that's lacking in their makeup, they can go and find someone to fill it of their own volition.

Players Get The Agency, DM Still Gets To "Play"


The problem with DM PCs, even if they're run correctly, is that too often it can feel like the DM is forcing their character into the party. It's hard to say no to someone when you know they're literally the finger-puppet of the man behind the curtain, so players often feel like they're stuck with the dungeon master's personal character if they want to keep playing.

A Helpful Hireling, on the other hand, is someone the players can take or leave. They will re-balance the odds, but they should never be a necessity to progressing. That's just forcing the players' hands in a slightly more subtle way.

Oh, turns out you need a cleric! Better go back to town and see if you can find one.
The other important thing about a Helpful Hireling is that they should change out with a fair bit of regularity. Even if your campaign is set in the same place. The idea behind these party fill-ins is that they're kind of like guest stars on the PCs' show. They might be fun, and really helpful for a particular plot arc, but once they've had their three or four episodes, it's time for them to leave and for someone new to come on.

Helpful Hirelings Need To Have A Connection


The most important thing about a Helpful Hireling is that they need to expand the lore of the game, and take the players deeper into the setting. To that end, these characters should act as a way to introduce certain groups and ideas, or they should be used to expand on the PCs' personal backstories. And, if you're playing on hard mode, both.

"My brother? Well, he's the strong, silent type. Outdoorsy. I guess we could ask if he'd help?"
As a for-instance, say that your party is planning a raid on the Storm Peak, and they want to go in through a tunnel they heard about. They're sure it will be filled with death traps, but they don't have anyone who can handle traps in the party at present. Well, if the Shadow Lamp Guild operates in the area, you could present the option of taking a meeting with a representative to hire one of their burglars to get you in. The party would have to lay out their plan, the risks involved, and negotiate for the guild's help. That's how the party gets Shaila Nightfingers, a halfling with a dry sense of humor who proves to be instrumental in getting them into the keep unscathed. By having the party go through the search to find the guild in the first place, talking with the representatives, and immersing themselves in the seedy underbelly of the city, they feel like the Helpful Hireling is a reward that they earned for their efforts, while also learning more about the setting.

Because they could have just gone into the tunnels and tanked the traps, counting on Hrothgar's huge HP or Donnegan's ridiculous saves to carry the day. Instead, they chose to seek help from a local expert.

Alternatively, say the party's sorcerer Knows A Guy. It might be someone they met while they were in prison, before they tried to go straight. Maybe they have an uncle, or a cousin who was a notorious burglar, but never got caught. Calling on this connection gives weight to that character's backstory, and now makes the Helpful Hireling something that comes indirectly from that character instead of being an element introduced entirely by the dungeon master. This gives the character a kind of legitimacy, making it fit more smoothly into the game.

There are all kinds of directions you can take this in. For example, if your party's fighter comes from a long line of wizards (making her the black sheep), then she might be able to call on an old tutor if they need help of an arcane sort. Alternatively, if the party made a big deal standing up to the corrupt sheriff and his posse, they might be approached by Hark Bower. A deadeye shot with his longbow, he knows the tracts round here, and if they need someone to stand and fight with them (given that the party is one cleric, one wizard, and one sorcerer who can get rather quickly overwhelmed by foes), he'd be honored to be at their side, and to guide them through the rougher parts of the country. The party might even find that the Gray Man comes to repay a debt he owes them, since they had the chance to turn the notorious assassin in when they defeated him in battle, but let him go so his daughter wouldn't have to grow up without a father.

Keep track of the things your players do, as their Small Legend will affect the sort of people who know about them, and who would offer their aid. Remember their backstories, and what allies they've managed to earn over the course of the campaign. And if it turns out they need another member to help them get past a certain obstacle, see who they approach and take on.

Most importantly, when that arc is done, the Helpful Hireling goes back to their lives. They aren't here to tag along as a fifth wheel from level 1 to level 20.

If you're looking for a place to get started with your Helpful Hirelings, then I'd suggest taking a look at 100 NPCs You Might Meet at The Tavern. From elven crime bosses, to hangdog hedge knights, to wandering warriors and wizards on sabbatical, there's a little bit of everything in there. Or, if your parties are more of the space-faring variety, then 100 Characters You Might Meet in a Star Port might be more your speed, with its ex-security droids, blockade runners, fighter pilots, and high-tech low-lifes.

No Safety Net


Perhaps the most important thing about a Helpful Hireling is that they have no safety net. They face the same risks as the rest of the party, and they shouldn't be a necessity to completing a particular arc, or accomplishing a certain challenge. If they die, they die.

He fought well. His funeral shall be glorious!
It's amazing the amount of camaraderie your players will build up over a short time with these NPCs. The key is that the time needs to be short, the characters need to be unique, and they have to help out without doing all the work for the party. A Helpful Hireling is a lot like a freelance bass player; they should be part of the band, but it is not a one-man show by any means.

That's all for this week's Moon Pope Monday installment! Sorry it came out a little late, but deadlines didn't match up, and I had to push it back a day. Still, I hope this helps folks out there who've been trying to find a solution to the DM PC problem.

If you'd like to check out more of my work you should stop by my Vocal and Gamers archives, as well as the YouTube channel Dungeon Keeper Radio! Or if you'd prefer to take a look at some of my books, like my sword and sorcery novel Crier's Knife, then My Amazon Author Page might be more to your liking.

To stay on top of my latest releases, follow me on Facebook, Tumblr, Twitter, and I'm even building Pinterest boards now! And if you'd like to support my work, you could Buy Me A Ko-Fi, or head over to The Literary Mercenary's Patreon page to become a regular patron today. That second one gets you access to free giveaways, in addition to my regular content, so step right up!