Friday, 19 April 2019
Wednesday, 20 February 2019
DM & Dine at Storm Crow Manor
The DM & Dine program at Storm Crow Manor in Toronto is now officially open. As one of the GMs in the program, I hope that you will take a look at it.
From the website:
"The main quest of the DM & Dine program is to give new players, experienced player or just DMs who need the night off the chance to come play the tabletop RPG of their choice with one of our expert dungeon masters.
Don't worry, we will supply you any provisions you may need on your journey: characters sheets, dice and of course – food is included! Each player gets their choice of appetizer and entrée for their journey."
Please allow me to facilitate an evening of great food and high adventure!
From the website:
"The main quest of the DM & Dine program is to give new players, experienced player or just DMs who need the night off the chance to come play the tabletop RPG of their choice with one of our expert dungeon masters.
Don't worry, we will supply you any provisions you may need on your journey: characters sheets, dice and of course – food is included! Each player gets their choice of appetizer and entrée for their journey."
Please allow me to facilitate an evening of great food and high adventure!
Friday, 15 February 2019
Reading the GM Section
The question came up on Facebook recently: Should players be allowed to read the GM section of RPG rulebooks?
I thought that it was an interesting enough question to crosspost my answer here.
Allowed? Obviously.
Encouraged? That's a different question, because you can't unlearn what you see....and, regardless of being "really outdated and obsolete", the opportunity for true discovery of the fictional milieu can be removed by knowledge. This is analogous to film spoilers, in a way.
Which is how you get a game like Dungeon Crawl Classics, which actively encourages the GM to make new monsters, has no standard magic items, and even suggests that the GM make campaign locations where the forces of magic work....differently.
If you can remember that magic when you first played, when you were facing some skeleton or goblin or whatever, and you didn't know what it could do.....or when the magic thingamabob you discovered really seemed special, it was because of the information disparity between you and the GM. The GM knew the skeleton was beatable; you did not. The GM knew the blunt mace was going to work better than your spear; you did not. The GM knew what the thingamabob did; you did not.
For some of us, that sense of discovery is actually what the game is about.
At some point, through experience or through reading the monster and GM books, you learned the ropes. The game shifted. It became about how the pieces were used, rather than discovering what the pieces were. That information disparity was about the current (and extended) situation - the particulars of this encounter or that adventure. Rather like most fantasy fiction itself, the process of discovery narrowed from not even knowing what a word like "goblin" was going to mean in the context of the fictive world to wondering how common tropes are going to be combined this time out.
I run Dungeon Crawl Classics because you can read the book cover-to-cover and that magic will still be there. There is no monster book to memorize. There is nothing to un-know.
I thought that it was an interesting enough question to crosspost my answer here.
Allowed? Obviously.
Encouraged? That's a different question, because you can't unlearn what you see....and, regardless of being "really outdated and obsolete", the opportunity for true discovery of the fictional milieu can be removed by knowledge. This is analogous to film spoilers, in a way.
Which is how you get a game like Dungeon Crawl Classics, which actively encourages the GM to make new monsters, has no standard magic items, and even suggests that the GM make campaign locations where the forces of magic work....differently.
If you can remember that magic when you first played, when you were facing some skeleton or goblin or whatever, and you didn't know what it could do.....or when the magic thingamabob you discovered really seemed special, it was because of the information disparity between you and the GM. The GM knew the skeleton was beatable; you did not. The GM knew the blunt mace was going to work better than your spear; you did not. The GM knew what the thingamabob did; you did not.
For some of us, that sense of discovery is actually what the game is about.
At some point, through experience or through reading the monster and GM books, you learned the ropes. The game shifted. It became about how the pieces were used, rather than discovering what the pieces were. That information disparity was about the current (and extended) situation - the particulars of this encounter or that adventure. Rather like most fantasy fiction itself, the process of discovery narrowed from not even knowing what a word like "goblin" was going to mean in the context of the fictive world to wondering how common tropes are going to be combined this time out.
I run Dungeon Crawl Classics because you can read the book cover-to-cover and that magic will still be there. There is no monster book to memorize. There is nothing to un-know.
Wednesday, 13 February 2019
Rock Me, GenreCon
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| Chris Jeffers, Jace Shulz, and Ryan Bishop level survivors |
Last
weekend, I drove to Guelph, Ontario to attend GenreCon at the Delta Hotel &
Conference Centre. GenreCon is primarily a media-based event, with a lot of
cosplay, but fellow judge Chris Jeffers and I did our best to represent!
One issue
that occurred with the programming was that DCC event times, while clearly
listed on the website, were not clearly listed at the event. Nonetheless, on
Saturday I was able to run Thirteen Brides of Blood and The Imperishable
Sorceress at the convention.
Because
turnout was insufficient to run two tables, Chris joined me at mine on
Saturday, and I got to be a player in his Sisters of the Moon Furnace game on
Sunday. This turned out to be the best-attended game of the convention, with Chris having to handle a very full table!
Neither Chris nor I had received swag for these events in particular,
but Chris had managed to put together not only a nice amount of stuff to give
away, but set up a generous raffle to support the United Way.
All in all, it was fun, and I would do it again. I would try to plan better, and make sure that a schedule was posted at the convention, though!
Monday, 14 January 2019
GenreCon Event Dates
I will be running games at GenreCon February 9-10, 2019, at the Delta Hotel & Conference Centre in Guelph Ontario.
Events are:
Saturday
10:30am - 2:30pm: Thirteen Brides of Blood (0-level funnel)
3:00pm - 7:00pm: The Imperishable Sorceress (1st level)
Sunday
11:30am - 2:00pm: Thirteen Brides of Blood (0-level funnel)
2:30pm - 5:00pm: The Imperishable Sorceress (1st level)
The Delta Hotel is located at 50 Stone Road West in Guelph.
Hope to see you there!
Events are:
Saturday
10:30am - 2:30pm: Thirteen Brides of Blood (0-level funnel)
3:00pm - 7:00pm: The Imperishable Sorceress (1st level)
Sunday
11:30am - 2:00pm: Thirteen Brides of Blood (0-level funnel)
2:30pm - 5:00pm: The Imperishable Sorceress (1st level)
All materials provided.
Players who play in Thirteen Brides of Blood may use a leveled-up PC from that funnel in The Imperishable Sorceress if they wish. Pregenerated characters will also be available.
The Delta Hotel is located at 50 Stone Road West in Guelph.
Hope to see you there!
Saturday, 12 January 2019
Nerdvana Comes to Toronto
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| Release the Kraken! |
I'll get the disclosure bit out of the way upfront. Storm Crow Manor in Vancouver has a rent-a-DM program, and Storm Crow Manor in Toronto is creating a program like this.
It may well be possible, in the near future, to book an evening or weekend day where I run you through any Dungeon Crawl Classics or Mutant Crawl Classics adventure that exists - I own them all - or you get to playtest something new I am working on. I have already talked to the general manager at Storm Crow Manor and this looks like something that is going to happen. So, feel free to keep that in mind.
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| The ambiance was worth the price |
Going to Dinner; Paying for Ambiance
I found the food to be good. You could probably find the same meal for cheaper, but you wouldn't get the same decor. If you are pinching pennies (and all of us are from time to time), you can get an idea of price range from their menu. And, yes, you can roll 1d20 for a burger, too.
Our table ordered a starter of Legendary Chickpea Fries, which were actually quite good. I had the New New York Strip, medium rare, which was great....but I should have upgraded and gotten the peppercorn sauce! I also had my first sour beer, which was an interesting experience. One I would definitely try again!
![]() |
| Jace Schulz and Ryan Bishop at dinner |
Dinner was in a room modeled after the bars in Twin Peaks and the Overlook Hotel from The Shining (Stanley Kubrick version). Walking through the Manor showed various fantasy, horror, and science fiction themes. There is a statue of Cthulhu. There is a beholder mounted over a fireplace. There is a rancor head mounted on one wall. I am told that this is still a work in progress, and that there will eventually be a TARDIS to pass through on the way to the room we had dinner in. My understanding is that the summer patio furniture is also going to be interesting.
Storm Crow Manor also features a secret door built into a bookcase, which leads to a room based off of the Nautilus from Jules Verne's Twenty Thousand Leagues Under the Sea. Going down to the bathroom requires passing through a hall that is lined with skulls. The individual rest rooms also have interesting and thematic decor.
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| Critical Hit! |
After dinner, we were able to get a seat at the bar near the Jules Verne room. And yes, we did roll for shots. I managed to roll a critical hit on my third go.
The drink menu included quite a few interesting concoctions. I found the Corpse Reanimator particularly enticing, but other drinks, such as the Romulan Ale, were also pretty good. There were group cocktails, which we did not get, but the presentation of the Dark Side Bowl made me wish we had tried a Pan Galactic Gargle Blaster. Another time, perhaps.
But the bartender that night, Scott, sold the experience more than even the decor. Could it be that my entire reason for writing this post is to let the management know how excellent Scott is? His banter, delivery, conversational skills, and simple enjoyment of his job (or damn fine acting if he doesn't love it!) made that part of the evening a real treat.
Best. Bartender. Ever.
![]() |
| Mike Bishop and Ramona Ross in the Jules Verne Room |
![]() |
| Mike opening the secret door |
![]() |
| Wall in the Jules Verne Room |
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| Passage to the rest rooms |
Thursday, 10 January 2019
NPCs - A Couple of Quick Shots
A little bit to add to the content of The Care and Feeding of NPCs, Part I and Part II:
- If you can, watch Breaking Bad and look at the background characters whose names you never learn. They all seem to fit seamlessly into the setting. Breaking Bad is actually a masterpiece in terms of examining how secondary characters fill out a setting, and in terms of how they can interact with the primary characters (including shifts in function over time).
- Published adventures often include statistics for NPCs you would never need to stat out for home games. Unless you are publishing, you probably need to stat less than half of the NPCs in an average module. Fewer, if the module is The Village of Hommlet.
- That said, stat out anything and anyone you feel like statting out, or feel the need to have a statblock for.
- As with all prepwork, do what you need to do first, and then do whatever you feel like doing afterwards.
- You don't need to "create a mystery" for every NPC that you introduce, or even for every major NPC. What you may wish to do, though, is create a list of interesting things to learn about an NPC, and then link them to NPCs as the need arises in play.
- NPCs change over time. Let them get married, fall ill, have children, move, fall on hard times, gain windfalls, and die of sickness, old age, or misadventure. The goal is to have a dynamic setting, not a static one.
Wednesday, 9 January 2019
Care and Feeding of NPCs (Part II)
Memorable NPCs
Or, “Who was that masked man?”
In Part I,
we talked about how NPCs can be used in a game. In Part II, we are going to talk
about methods to create interesting NPCs. Again, this is just a collection of
notes and observations based on decades of running games for various people and
in diverse locations.
What’s In a Name?
William
Shakespeare may argue that “That which we call a rose/By any other word would
smell as sweet”, but in a role-playing game, the names that you give your NPCs
is going to shape (in part) how your players see them. It is pretty easy to see
that Sauron, although portrayed exactly the same way in The Lord of the Rings,
would have been less imposing if he were named “Chester” by Professor Tolkien.
Likewise, if
your game is set in a pseudo-Roman area, calling the local tavern keeper “Bob”
is going to take your players right out of the setting. Names need to feel like
they fit. No one can spend the time – or, for that matter, has the organizational
memory – to name every stray character that might be met in the average
marketplace. It is a good idea to keep a list of 10 or so male and female names
common to the area, so that if the PCs take an unexpected interest in the local
greengrocer you can give him a name that makes sense for where he is, and what
his social position is.
I personally
own half a dozen baby name books. A good book of this nature includes older
versions of names, and tells you what the name means. The Internet contains
dozens of similar websites, many of which break down names by culture and
gender. These are excellent sources when devising such a list!
“Special”
NPCs – those you want or expect the players to pay attention to – should have
names assigned to them already. Truly special characters should have unique
names….Vos the
Spell-Thief rather than Linda, for instance. If you are playing Dungeon Crawl Classics,
Appendix S provides a treasure trove of ideas for names and titles.
If you go
back to Part
I, and look at the uses of NPCs, you will note that “overshadowing the PCs”
is not on that list. NPCs should not overshadow the PCs, but some NPCs should seem
to temporarily do so if they are intended, for instance, as a foil or a
credible threat. That list might also give you an idea whether or not to give
an NPC a common local name or a unique one. A service provider or an instrument
doesn’t need a cool name. A patron, though, is someone whose name you want the
PCs to remember.
You can also
assume that any reasonably good author has named their characters using similar
principles. This means that you can mine an author’s work for names – possibly
altering them somewhat, and certainly avoiding obvious ones like Conan or
Gandalf – to populate an area or adventure reminiscent of the author’s work.
The names in Prince
Charming, Reanimator, for instance, owe much to those in H.P. Lovecraft’s Herbert West, Reanimator.
Likewise, the names in The
Arwich Grinder come from Lovecraft,
with only a slight amount of shuffling.
Reputation
In Star
Trek: The Wrath of Khan, Chekov’s reaction to discovering The Botany Bay comes before Khan appears
on the screen. Throughout the movie,
even when he is not on-camera, the other characters spend quite a bit of time
talking about him….enough that the character can be meaningfully rewritten for Star
Trek: Into Darkness, and the name means something as soon as you hear
it.
Likewise, in
The
Lord of the Rings, Sauron is never “seen” until Frodo, Sam, and Gollum
are on the precipice of Mount Doom. Instead, Sauron is felt throughout the
narrative.
It is quite
possible to have an NPC be effective in a setting even if the PCs never meet
her. For instance, in one campaign there was a notable and mysterious thief
called Jack of Roses. Jack of Roses always left a rose at the site of his
high-class robberies, and he was terribly mysterious. No one knew his identity,
and the PCs never found out who he was. This didn’t prevent the NPC from
lending important colour to the urban setting. Nor did it prevent the NPC from
being a reasonable riddle/foil – one of the PCs was actually mistaken for the “true
identity” of the Jack of Roses.
(In fact,
Jack of Roses was a young noblewoman that the PCs had met in her normal guise,
and who could have been tapped for a wide variety of NPC functions within the
setting. This is a case where using a relatively common name for her “civilian”
persona disguised the fact that she was also the much more romantically named
Jack of Roses.)
The point
here is: How other NPCs react to your NPC when your NPC is off-screen is as
important as how the NPC acts when he is present. You can create a credible
threat by having everyone speak of “William Hornsby, the Moneylender” in hushed
and fearful tones, even if the Moneylender seems cultured and polite in person.
When a character’s reputation and actions do not seem to mesh, the resultant
mystery highlights the character’s reputation – and importance to the setting.
Actions Speak Louder Than Words…..
What an NPC
does in a setting is often far more important than what an NPC says. If you
want the players to know Lord Voldemort is a serious threat, sooner or later
Lord Voldemort is going to have to actually kill someone. If, instead, Lord
Voldemort is repeatedly beaten by school children who escape unscathed from
their escapades, Lord Voldemort becomes a joke. If you want to know why the Harry
Potter series became so much darker as it went on, the answer is “Because
it had to”.
….But Words Are Important Too!
On the other
hand, important characters can be given a unique “voice”. This doesn’t mean
that you literally have to “do voices” (not all of us are good at that), but
that the character can have idiosyncratic ways of speaking. A nobleman and a
ditch digger don’t sound the same. Education, philosophy, and dialect/slang
(including terms related to an NPC’s trade) affect how a character speaks.
I once ran the
Caves of Chaos from The Keep on the Borderlands, adapted to 3rd Edition
rules. When the PCs entered the evil temple, they got into an argument about
the ethics of sacrificing people with one of the clerics they captured there.
It lasted about half an hour of real time before one of the players (my son, in
this case) realized that I was using Christian theology to justify human
sacrifice, including that of babies. It was, perhaps, the highlight of the
session. Another highlight occurred when a group of orcs were so impressed by
another PC that they shifted from his opposition to his followers.
For
important NPCs, where you know or expect that there will be role-playing, it is
often useful to have made a cheat sheet of dialogue snippets that you can throw
into the conversation. Otherwise, the best thing you can do is try to develop
and maintain good improvisational skills. See below for more on this.
Recognition Handles
This is an
idea that I stole from FASA’s Star
Trek and Doctor Who role-playing games. Simply put, it is choosing
something that is unique to that character, which you can use as a “hook” to
make the players tell which character they are encountering. It helps players
to remember your various characters, and it helps you to portray them
consistently. For instance:
- Spock raises an eyebrow and talks about whether or not things are “logical”.
- The 4th Doctor has a really long scarf and offers you jelly babies.
- Harry Potter has a lightning bolt scar.
- James Bond has his martinis shaken, not stirred.
- Zorro carves his trademark Z into walls and people.
- Superman and Batman literally wear logos on their chests.
- Many cartoon characters (including Sylvester and Tweetie, Donald Duck, and Daffy Duck) have speech impediments.
Steal, Steal, and Steal Again!
Further to
this, you don’t have to make everything up yourself. You can pretend that
various characters in the game are being played by chosen actors. You can take
ideas from movies, television, or fiction … just file off any obvious serial
numbers and you are ready to go! You can use your best Batman voice for the
Captain of the Guard, and play the greengrocer with a Tom Baker flair. Unless you are a very, very good actor, it is
unlikely that your players will know.
It is even
less likely if you mix & match. That nobleman is basically Spock, but
instead of saying “logical”, he also womanizes like Kirk. If you watched the
excellent medical mystery drama, House, you might not have noticed that House
combines traits of Sherlock Holmes (analytical mind, drug problem, off-putting
personality) with Watson (has a limp, medical doctor).
The goal
with stealing is to not make it obvious. You can have that dwarf act as though
played by Sylvester Stallone, but
avoid making him yell “Yo! Adrian!” You can play a riff off of Sauron, but don’t
make him a world threat, and don’t make him manifest as a giant disembodied Eye
in great need of Visine.
Use and Abuse of Stereotypes
Maybe the
dwarves in your campaign world seem like they could come directly from The
Hobbit. The elves have more than a nod to those in Poul Anderson’s The Broken Sword. The halflings
would be at home anywhere in the Four Farthings or Bree.
Boring, you
say? Maybe. But also easily graspable by the people who sit down to play the
game. Don’t believe me? Give a listen to the Glowburn
Podcast when they start talking about Manimals
and Plantients. Trying to figure out examples of the same from literature
or other media is part of the discussion. It helps to get a mental picture of
what a particular character type is about.
The general
rule is that using stereotypes as a shorthand is okay. Focusing on stereotypes
is not. So, the strong smith whose back is bent from years of working the
forge, or the Butterbur-like innkeeper is fine. In fact, using stereotypes is
rather like using common names. They give you something to contrast the unusual
types against. And they give you something to help hide the unusual types if
they are meant to be a riddle.
The thing
is, all of us have some expectations about what it means to be a cleric, a
wizard, a warrior, or a dwarf. Whether these expectations are conscious or
subconscious, they are going to creep into your depictions of NPCs. You might
as well embrace them, and make use of them knowingly.
This doesn’t
give you carte blanche to use harmful stereotypes about real-world groups of
people, though. Know your audience, and
try to avoid hurting people. If your players walk away from your game the
better for having played it, that is excellent. If they walk away from your
table with a head full of bias because of the way you depict real people, that
is not so good. Try to work well with others.
All Shapes and Sizes
Which leads
us to this – when populating your world, try to take real people into account.
The NPC tables in the 1st
Edition Dungeon Masters Guide are
actually excellent for this, and I highly recommend using them sporadically.
Another thing that works quite well is to characterize some NPCs as people whom
you have met (although not people at the table).
Pay
attention to the people around you. It is good for you as a GM. It is also good
for you as a person.
And, for the
sake of Crom, if one of your players tells you that his character is a gay male
Ferengi who is attracted to Klingons, make use of it. That means Klingons who
are not interested, and who can therefore act as foils, threats, etc., but it
also means that, at some point, the player would like to Quest For the love of
his character’s life. Make it so!
Creating NPCs
Or, “All Work and No Play Makes Jack a Dull Boy.”
Finally,
after all this consideration, we get to talk about game statistics. This is
actually the part where I have the least advice to offer, because statting out
NPCs really isn’t that difficult.
NPCs on the Fly
Have a page
of NPCs available to use if you need someone unique right now.
When you are
reading an Appendix N novel or
story, keep a notebook nearby. Stat out some of the people you meet in the
story. Now you have some premade NPCs.
Average Characters Don’t Require Unique Statblocks
Literally,
use the statblock of another NPC. Your players will never know.
In the event
of a truly average character, AC 10, 2 hp, no bonus to attack, damage,
initiative, or saves. There you go. You’re welcome.
Many NPCs
don’t need stats at all. Your PCs are unlikely to murder the local greengrocer.
If they do, AC 10 and 2hp.
If you are
playing Dungeon Crawl Classics, there are statblocks in the core
rulebook for various types of people the PCs might typically encounter. Use
them. Modify them to meet your needs, if you can, so you don’t have to start
from whole cloth.
Crafted Characters
The Purple Sorcerer tools are a wonderful means for
making crafted characters. Want a 5th level thief? You can have 10
options with the click of a button.
Remember
when you were jotting out stats for those Appendix
N characters? Change their names, modify them as needed, and supply a new
recognition handle to differentiate them from their source. Now you have some
specially crafted NPCs.
NPCs Don’t
Follow the Rules. You don’t have to figure out a “rules legal” way to give your
wizard a special power that you want, or give your thief lightning reflexes
that grant him a bonus to Reflex saves and Initiative rolls. Just modify his
stats, and be thankful that you are not playing a game where you have to get
the math right. And, if you are playing a game where you have to get the math
right, just modify her stats and treat it the same as if you went through the
effort of doing the math. At the end of the day, the outcome is the same.
Death Throes
are not just for monsters.
Steal, Steal, Steal, and Steal Again!
Every NPC in
every module you own has a statblock that you can reuse, or modify and reuse,
or convert to your current system and reuse. Unless you make it obvious, the
odds are that your players will never notice.
Conclusion
Or, “The End Has Come. But the Moment Has Been
Prepared For.”
Remember
that the goal is always to get at least two hours play for every hour of prep
work. If an NPC is only going to see play for 30 seconds, you shouldn’t be
spending more than 15 seconds on him. If an NPC is going to see many hours of
play over many sessions, it still shouldn’t take more than half an hour (at the
very most) to create her.
Recycle,
reduce, and reuse.
Practice
your improv.
Most of all,
have fun. That is why you are gaming in the first place!
Tuesday, 8 January 2019
Care and Feeding of NPCs (Part I)
This post
comes as a request from the Comments in a previous post.
Almost every
game is going to need NPCs. In fact, unless the PCs are the only living
intelligent beings around, your game will need some. Even if there is no one to
interact with directly, the presence of other people will probably be felt,
like with the found documents and riddles in the first version of Myst. I am going to assume, therefore, that
everyone reading this understands the basic concept. Likewise, most of this
post applies to any role-playing game, and is not limited to Dungeon
Crawl Classics.
Basically,
this is just a collection of ideas and observations arising from decades of
play using various systems.
Non-Player Characters
Or, “The last monster we talked to ate half of the
party!”
Remember the good old days, when adventures
were underground, NPCs were there to be killed, and the finale of every dungeon
was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics
adventures don’t waste your time with long-winded speeches, weird campaign
settings, or NPCs who aren’t meant to be killed. Each adventure is 100% good,
solid dungeon crawl, with the monsters you know, the traps you remember, and
the secret doors you know are there somewhere.
If you are
reading this blog, you probably know that quote as the tagline of the Dungeon
Crawl Classics series of modules, starting from 3rd Edition days, and published by Goodman Games. I am going to suggest that you replace “NPCs who
aren’t meant to be killed” with “NPCs who aren’t meant to survive” in your
thinking. The first implies that the NPCs in question should die at the hands
of the PCs, but the tagline is actually a reaction against modules where NPCs
are given plot protection to make an adventure run as intended by its author.
In the
parlance of TSR-era Dungeons
& Dragons, it is important to note that all NPCs were considered
monsters, although not all monsters are NPCs. This meant that it is always okay
to consider them as the opposition, to be met with violence – or even just
simply as a target to be murdered and despoiled. On the other hand, as with
many thinking monsters, talking to an NPC is often rewarded. In the 1st Edition Player’s Handbook, Gary
Gygax advises players to talk to creatures they encounter when it is
possible.
One of the
upsides of this is that NPCs are NOT and should not be DM PCs. They do not
have plot protection. They are not favoured. If the PCs kill them, they
die. Or, if they do not die, there is
some reason why they do not which makes sense within the milieu and tone of the
game.
Some of the
potential uses of NPCs are:
Colour: There are people walking
around in the marketplace. Someone is drinking in the inn. A server brings you
your clichéd bowl of stew. Pilgrims are encountered on the road. Kids roll a
barrel hoop down a muddy street. The Duke has hired people to repair the
bridge. Etc., etc. The world around your PCs is filled with people. Many of
them are just there because the world would feel barren without them.
Concealment:
The king disguised as a beggar, or the pickpocket, are going to
stand out like sore thumbs if the PCs never encounter non-king beggars and
non-pickpocket urchins. Don’t let that be your game. A vibrant population means
that the assassin, the thief, and the would-be duelist don’t necessarily stand
out initially. Determining who is important among the multitudes is a result of
play, although some characters obviously stand out due to position (the Duke,
the King, the old witch in the swamp) or circumstances (the weapon seller, the
drunkards you are brawling with, the old witch in the swamp). This is similar
in principles to a 2011 blog post, A is for Animals (or Lions, Tigers, &Bears, Oh My!).
Change of Pace: Talking to things provides
a change of pace from fighting them. Especially if talking can lead to
fighting, or vice versa, if the encounter is handled poorly or well.
Function
Or, “What the heck is this guy doing here anyway?”
Beyond the
general notes above, major (and even relatively minor) NPCs can serve a
function within game play itself. There are two general rules to keep in mind
here:
(1) If the players are interested in an NPC, that NPC has just become elevated in the hierarchy of campaign importance. That doesn’t mean that he or she has become more important in the milieu. Rather, it means that the player’s interest makes them important in the game itself.
(1) If the players are interested in an NPC, that NPC has just become elevated in the hierarchy of campaign importance. That doesn’t mean that he or she has become more important in the milieu. Rather, it means that the player’s interest makes them important in the game itself.
(2) No NPC
should ever serve only one purpose if they can serve two or more. People are
complex. The NPCs we focus on should also be complex, not necessarily in the
way they are played (more on this later), but certainly on the way they impact
game play.
Here are some
functions NPCs can fulfill. Note that, while some of these are similar to each
other, they are listed separately to encourage the GM to consider all of these
functions.
Ally: Someone who is capable of
giving substantial help to the PCs, but isn’t an adventurer (or, at least, not
part of the PCs’ party). The viscount who offers them men and equipment, the
priest who provides sanctuary, the senator who smuggles them out of the city
when the political winds blow against them. In fiction, Elrond is an ally who
provides rest and sanctuary in both The Hobbit and The Lord of the Rings.
Foil: A foil is an enemy, but not
a combat-related enemy. Or, if a combat-related enemy, someone that the PCs don’t
necessarily want to kill. A foil exists to complicate the PCs’ lives, causing
irritations minor or major that cannot simply be solved with sword or spell.
Tyrian Lannister, in A Game of Thrones, plays the foil to
many other characters…in the early seasons, anyway. Even a character like
Belloq in Raiders of the Lost Ark is a foil that gets his eventual comeuppance.
The thing
that the discerning judge must remember about a foil is this: If you don’t want
the PCs to kill your foil, you need to supply reasons why they should not. Something
must offset the irritation of having the character survive, be it fear of her
power, his superior position each time they meet, or even a grudging admiration
due to aid received from the foil in the past.
And if the
PCs do succeed in killing your foil, let the PCs succeed. Never, ever make your
adventure rely upon the survival of a single NPC!
This doesn’t
mean that consequences should not apply. The king looks unkindly on those who
destroy his agents, for instance, no matter how annoying those agents might be!
Information Source: The NPC knows
something the PCs need or want to know, and can convey that information to the
PCs. Gollum knows a secret way into Mordor. Elrond can read the runes on
Glamdring and Orcrist. A long-deceased NPC’s diary gives clues about an
adventure location. A scarecrow can give directions to the Emerald City. And so
on.
One of the
nice things about an information source, as mentioned, is that the NPC need not
ever be met in person, and need not even be alive. Some information sources are
manipulators, which attempt to give misleading or false information to cause
the PCs to act as their instruments. Other information sources are well-meaning
but wrong. The players should always be aware that no NPC is the “Voice of the
DM” telling them what they must do, but rather all information sources should
be taken with a grain of salt.
In a game
like Dungeon
Crawl Classics, where “Quest For It” is the beating heart of play,
information sources are especially valuable. How does one Quest For a
particular spell, if there is no one who can say where such a spell might be
found? These do not always have to be NPCs, but they must be something the PCs
can interact with. Examples of information sources, living or otherwise, can be
found in The Black Goat, The Giggling Deep, and TheSeven Deadly Skills of Sir Amoral the Misbegotten, among other places.
Instrument: The NPC is a tool that the
PCs may use…an extension of their own powers, as it were. Rhadagast the Brown
is an instrument of Saruman when he goes to fetch Gandalf from the borders of
the Shire. Tyrion Lannister uses Bronn as a physical instrument in A
Game of Thrones, and is later himself the instrument of Daenerys
Targaryen. A PC who hires an assassin to remove a foe has made use of an
instrument. Unlike a support character, the PC does not generally supervise an
instrument.
Love Interest/Friend: The
NPC is simply so likable that the players want to hitch their characters to
him or her. When I wrote The Dread God Al-Khazadar, I created
rules to encourage this sort of relationship. You can find rules in Drongo:Ruins of the Witch Kingdom that do the same. You don’t have to play out
any part of the romance at the table, especially if it makes you or others
uncomfortable, to establish that it is there. But having it there means that
you have the option of creating PC dynasties in long-lasting campaigns, where
the children of your adventurers grow up be heathen slayers themselves. Edgar Rice Burroughs certainly did
this, giving strong love interests and full grown sons to both Tarzan and John
Carter.
There will
certainly be a temptation to place friends, loved ones, and family in harm’s
way. This does happen often enough in Burroughs’
novels, for instance, and even Conan’s temporary romances often find themselves
in need of his rescue. Yet, Conan and Tarzan are going to get recompense for
their chivalry which, frankly, you are unlikely to want to play out at the
table. And, even if you did, rolling dice is not the same as canoodling for
real. What happens in games is that players quickly learn to avoid emotional
entanglements with their characters. There is no real benefit to the player,
but it does give the PC a vulnerability that the judge (and therefore his
imaginary enemies) can exploit.
You overcome
this in two ways:
(1) Provide
a benefit. The NPC might have information, or provide support. The PC may get a
mechanical game benefit, such as extra hit points. Something within the game
itself offsets the vulnerability that the player is accepting. Another example:
Princess Annegret in Creeping Beauties of the Wood comes
with a chest full of gold and a dukedom once her father dies.
(2) Limit
your exploitation of the vulnerability. Simply put, if you place your PCs’
significant others in danger regularly, your PCs will choose not to have
significant others. In The Portsmouth Mermaid, the
aforementioned Princess Annegret is never placed in danger, although she is
often used as a foil to spur the PCs towards taking action in the situations
they encounter. There is one scenario in Three Nights in Portsmouth where the
princess might be placed in danger, but even that doesn’t require the judge to
target her specifically. This is not accidental.
Family may
be included in this category as well.
Opportunity: The NPC is a mark. Your
thieves have to do something to earn the name, right? Here is someone whose
jangling purse demands to be taken by stealth or force. Or someone whose home
is in desperate need of burgling. Or who is ripe for a con. If you have thieves
in your game (or rogues, depending upon what you are playing), let them act the
part. Provide some opportunities.
This doesn’t
mean that all opportunities turn out the way that the PCs expect them to. I
would highly recommend Jack Vance’s The
Eyes of the Overworld for a number of great examples of how a clever
and observational fellow may attempt to scam the world around him, both to his
weal and his woe.
Opposition: Some NPCs are out to kill you.
They are more interesting if they also partake of another potential NPC function.
Darth Vader was compelling as a villain;
he was exponentially more compelling as Luke Skywalker’s father. The initial
appearance of the Master in Doctor Who was fantastic; the Master
as an ongoing foil to the Doctor is better. But be warned – a little of this
goes a very long way. Few and far between should be the opponents who were old
school chums, family members, and so on. Once in a while is spice. Too much
spice destroys the dish.
Patron: Possibly, but not
necessarily, in the general Dungeon Crawl Classics magical sense, a patron is
any NPC who sends the PCs on missions in exchange for something else (money,
freedom, information, magical power, etc.). Again, the players should always be
aware that no NPC is the “Voice of the DM” telling them what they must do, but
rather all patrons should be taken with a grain of salt. But also, again, most
patrons should be (relatively) level with the PCs, or the PCs will soon no
longer desire the patronage of anyone.
Riddle: The NPC presents a
challenge to the players. If they can figure out what he wants/how to treat
her, then they can get some benefit from the relationship. If not, they might
face some danger. More likely, they just won’t gain the benefit. For example:
(1) Determining how to deal with Gollum allows Frodo and Sam to get across the Dead Marshes, and then make use of a secret way into Mordor.
(1) Determining how to deal with Gollum allows Frodo and Sam to get across the Dead Marshes, and then make use of a secret way into Mordor.
(2) Sam
Tarly in A Game of Thrones is mostly cowardly, but by treating him well
and giving him something worth fighting for, Jon Snow gains a useful ally.
(3) Sherlock
Holmes, attempting to find out where a goose was raised in The Adventure of the Blue
Carbuncle, makes a recalcitrant vendor more forthcoming by pretending
to be a gambler who stands to lose a tidy sum if the vendor talks.
Note that
these sorts of things should reward the player’s ingenuity rather than the
character’s build, wherever possible. Even if the game is very build-centric, you
can offer bonuses for how the players approach the problem….or even use their
build as an excuse to present the problem more completely, while leaving the
solution up to the players.
Support: The NPC is literally going
on adventures with the characters, and might be used as a replacement PC if
there is a death. These characters – known in Ye Days of Olde as henchmen and
hirelings – should have their own personalities, but are often left mostly to
the players to order about and control. Note that familiars and intelligent
magic items are often NPCs of this sort.
Reward: The NPC is, or is the means
to, some form of reward. The reward might be some esoteric knowledge, the start
of a relationship, or even simply access to another NPC (directly or via letter
of introduction). A familiar, a henchman, a lover, a friend, or a new patron
are all potential rewards for successfully completing an adventure.
Service Provider: The innkeeper who
sells you ale, the farrier who shoes your mighty steed, and even the cleric or
chirurgeon who heals your wounds are all service providers. So is the person
who runs the baths or mends your armour. In general, they provide a given
service in exchange for coin.
Threat: The NPC provides a threat by which
the PCs’ options are delimited. This can be relatively benign (the queen
supplies the threat her tax collectors wield) or downright hostile (Sauron will
send more orcs and Nazgûl, and probably obtain the One Ring, thus covering
Middle Earth in darkness, should the Fellowship not proceed with care). A threat is an NPC who is largely offstage,
encountered only through the actions of his own servants and/or reputation during
actual play. Another good example of a threat is Ernst Stavro Blowfeld until near
the end of You Only Live Twice. Likewise, the shadowy Quantum organization
is a major threat in Casino Royal and Quantum
of Solace, only to be downplayed in 2015’s Spectre.
The
important thing for the GM to remember about a threat is that, while it
delimits the PCs’ options, the threat should not be used to railroad the PCs
into a given course of action. The threat acts as context for the PCs’ choices,
and can certainly lead to consequences, but a large part of the game is the
players figuring out how to beat the limitations imposed by the threat – just as
James Bond does when faced by the threat of Blofeld, or the Fellowship does
when faced by the threat of Sauron’s dominion.
Even if a
threat is initially portrayed as all-encompassing, in should not be. There
should always be a way – not necessarily an easy one – for the PCs to come out
on top! And, importantly, if the players can come up with a reasonable way for
doing so, it should have a commensurately reasonable chance to work!
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