Friday, June 30, 2023
How I Run the Table
Monday, June 5, 2023
People Are Problems: NPCs as Challenge Elements
Before we get started, I swear I'm not a sociopath.
I don't think of NPCs in the same way that most other GMs do. If you're new to the hobby, you'll find no shortage of tips and tricks on "how to make amazing NPCS!" And for many GMs, a well-crafted NPC is literally their favorite part of the game. Here's an article DM David wrote called "how to create loveable non-player characters," which, in my experience, is very typical of the sorts of advice you commonly see. He advocates that your NPCs should...
- Be distinctive
- Be flawed
- Be relatable
- Be useful
- Be authentic and vulnerable
- Struggle
- Ask for help
- Show warmth
- Show admiration
- Be entertaining
- Be optimistic
That sounds nice and all, but it is not how I roll. If I happen to make an NPC memorable, believable, three-dimensional, and beloved by the players, then that's a happy accident I'll gladly accept. But my goals are a bit different.
To me, an NPC is essentially the same thing as a trap, puzzle, monster, or magic item. They are simply another asset in my toolbox for crafting obstacles and opportunities to challenge my players. The reason it's hard to think of them through that lens is because... well, for one thing, they're people. But also because they are the most flexible and potent tool for crafting challenges, so all-encompassing in their possible design purposes that it's hard to make any generalizations about them. But today I'll share a few things I know.