by Larry Granato
Illustrated by Lorelle Ahlstrom
N
on-player characters are personalities created
by the gamemaster of a role-playing game who
stand in for everyone in the game except the
players' player-characters (PCs). Some are
important, recurring characters, while others
are one-time throw-aways.
A notable attribute of creative game-
mastering is the creation of interesting non-
player characters (NPCs). The demands of
gaming limit the number of NPCs who can be
well-detailed and encountered frequently, but
the use of NPC "situations" can give life to the
minor characters who play a small, but
sometimes crucial part for the PCs.
NPC situations are a combination of
events and attitudes that affect minor NPCs
while the PCs are off doing something else.
The player-characters only gain knowledge of
these happenings by interacting the NPCs
later on. Although the situations may not seem
important to the PCs, they have the potential,
over time, to have considerable effect on the
party, and to provide a colorful background
for the campaign.
Experienced gamemasters (GMs)
typically generate characteristics,
backgrounds, and temperaments for the
significant NPCs that the PCs closely
associate with. Usually these relationships are
somewhat involved and the GM has to make a
considerable effort to realistically role-play
these NPCs himself.
These NPCs' lives are bound up with
the party's and can be directed by the GM
and the PCs actions as part of the ongoing
campaign. However, this is too much work to
do for every NPC encountered.
So what to do with those other NPCs
who are encountered on a semi-regular basis
but who are not particularly important in
themselves? In many cases not much more
than the names of these "spear carriers" are
known, if that. It becomes an immense task to
generate the ability scores and personality
quirks for scores of followers and
acquaintances. Certainly it's even more
difficult to track their entire lives. However, if
these minor NPCs belong to a group that the
PCs routinely deal with, they can be given a
small and interesting role by the use of ongoing
NPC situations. These situations can be used
the give the game greater depth and reality.
What kind of groups are the PCs
involved in? If they are affluent and powerful,
they may employ guards or a retinue of
servants. They may regularly patronize a
number of businesses and interact with their
proprietors.
The characters might be members of a
military unit, a mercenary company, a
government agency, a corporation, a clan, a
club, a guild, a society of paranormal
investigators, or the group might just be the
people who hang out at the bar the PCs
frequent. In all of these cases we have a
relatively large number of people whose
welfare the PCs have an interest in. This is
what sets these NPCs apart from others;
what goes on in their "lives" can have an
impact on the PCs.
The use of NPC situations means that
the GM doesn't need to keep track of abilities
or skills, he just needs to remember something
like "Gwyr the Sage is out of town tending to
his sick sister." It is actually easier to
remember "stories" about NPCs than
statistics, and it is a better way to present
them to players. After all, in real life people
don't talk about themselves by saying "I have
a endurance of 15 and level three ability in
robotics", but rather describe what's been
happening to them recently. Plus, it's fun for
the GM to roleplay these little NPCs and
their problems.
The GM can use the situations listed
below to create a "illusion of reality" that
things are happening beyond what the player
characters directly experience.
The minor NPCs will appear to be
something more than cardboard characters who
are trotted out whenever someone needs
something and disappear again into,
nothingness. Since these events are personal in
nature, GMs will also find that the players can
relate to them more than pronouncements on
"major" events like wars or plagues in distant
regions which the PCs rarely have interest in
and which hardly affect them.
The situations are designed to be
applied to NPCs in any type of role-playing
game, from fantasy to adventure to science-
fiction.
Hints
Here are some hints on the use of
NPC situations. They are small "behind-
thescenes" events that can be utilized to
provide a little color to a campaign. The time
and effort PCs use in dealing with them should
be limited. They have the potential for
developing into something more, but that's up
to the GM and the players.
Have only one or two situations
occurring at one time. You don't want to
create a soap opera with the players trying to
keep track of the tribulations of dozens of
NPCs.
Try to work the activities,
backgrounds, and personalities of the PCs into
the situations. The situations should be more
thanit just a laundry list of events.
For instance, if a PC is careless with
weapons he may find his NPC armorer has
had an "accident" (PC: "Sorry about forgetting
to put the safety on...").
Try to find ways to get the players to
relate to the NPC. If the PCs are sympathetic it
will improve their image and relations with the
NPC and real help will earn them gratitude.
Helpful NPCs can give the party useful
information and aid, without even being asked.
On the other hand, PCs often have a self-
centered, trigger-happy, money-grubbing
attitude that creates animosity. If they treat the
NPCs badly, they 1 won't get any help. If they
coerce people into assisting them, treachery is a
real possibility.
Another point to take into account is
the ripple effect of the situations on the party
and other NPCs in the group. The best use of
situations is to emphasize that the PCs are not
islands even if the situation does not affect
them immediately and personally. The group
will take note of the PCs actions and judge them
accordingly. There's nothing like coming back to
find your castle under attack, when half the
garrison has run off because of low morale.
Special considerations must be made
when the group is composed of followers and
employees of a PC. If the PC pays fairly close
attention to what's going on, he may be able to
resolve and even prevent unfavorable
occurrences. Normally, he's likely to leave
routine management to other NPCs.
If these supervisors are competent and
well-meaning all down the line, problems with
the rank-and-file will be solved or brought to
the PCs attention. However, when any of the
managers are of marginal ability, mean-spirited,
self-seeking, cowardly, or generally oblivious
to their underlings, they will ignore any
difficulties. They will pass on a rosy picture
of the situation while working to avoid
responsibility and pass any blame onto others.
Meanwhile, the problems will continue to
fester.
The situations are designed so that one
may lead to another, especially if ignored.
("Thanks for nothing" will be a typical NPC
attitude when the party neglects them). Some
situations will resolve themselves over time
without PC interference, while others may get
worse until the party itself is put as risk.
Develop the situations over the long term. First,
there could first be Tumors or complaints of
something happening, followed by the actual
event later on. Most of the situations do not occur suddenly, although
some, like "Accident", might.
Solving situations can be a fun
miniadventure, something that can be done as a
lead-in to the main adventure. Maybe the
party can't defeat the hordes of evil or the
galactic emperor, but they can help the little
old lady down the street find her long lost
daughter.
Wealthy PCs often solve problems by
handing out money. The GM should not
always allow this to work. Firstly, word will
get around about how much the PC spends, so
people will ask for a larger amount next time..
Secondly, giving away money may actually
cause problems, e.g. the gambler who asks for
money to pay off his debts, but uses it for
more gambling, and so creates bigger debts.
So add a little NPC color to your
campaign. Sure, the party doesn't pay much
attention to the guy at the end of the bar who's
always griping about his jealous wife, at least
until the day she shows up with a
flamethrower...
NPC Situations
Accident/Injury/Illness The
NPC suffers a severe, possibly crippling or
fatal accident or affliction. In game terms, he'll
be out of play for 2-8 weeks (50%) or 2-7
months (50%). At the GM's discretion, he
may be out of the campaign permanently or
return with decreased abilities. High medical
bills may lead to Money Trouble (see below).
NPCs undergoing an extended recovery may be
depressed and in poor condition due to their
maladies (see Incompetence and Low Morale
below). There is a 10% chance the NPC Is
actually malingering, and is stretching out the
recovery period.
Baby: The NPC is to be a
new parent. If the NPC is female, she will
probably be busy with the new child for a
period of weeks or months (including time
spent in advanced pregnancy). If the NPC is
an irresponsible parent, they will be hounded
by the other parent, lawyers, irate relatives,
and social workers (see Legal Difficulties). It is
most likely the new parent will spend a lot of
time with the kid, and be less able to go on
adventures.
Death or Illness In
Family: The NPC takes a leave of
absence for 2-8 weeks (50%) or 2-7 months
(50%. There's a 25% chance that the NPC will
be profoundly depressed when he returns, and
will have a lower morale rating. There's also a
10% chance that the NPC is making the whole
thing up and is off doing something else.
Bad Paperwork/Poor
Communications: This situation is not
connected with a single NPC but affects all of
the group. Almost every organization needs
record keeping to keep running efficiently, and
good communications are very important. Bad
Paperwork means that messages are not
relayed or are garbled, important documents
are lost, supplies are not ordered, people n-
dsunderstand instructions, equipment is the
wrong kind, bogus rumors are circulated,
intelligence information is bad, decisions are
not made, actions are delayed, no one knows
what to do, and a good deal of time, effort, and
money is wasted. As a result the PCs get a
false view of what's going on, which will
directly affect their activities.
If the PCs are at or near the top of the
hierarchy of the group, they may not realize
what's happening, since their subordinates
naturally tend to suppress bad news.
Nonetheless, outsiders will note that the
performance of the group is poor and the
party will be held accountable. If they're at
the bottom of the heap, they will feel like 11
mushrooms" in the popular adage about being
kept informed. Continued Bad Paperwork can
lead to Low Morale and Incompetence (see
below).
Desertion: An NPC skips
out at the GM's discretion. Even under ideal
conditions, there are always some people who
lack responsibility and reliability. Typically,
those with the lowest morale are the first to
go. Characters of a criminal persuasion are
likely to steal some stuff when they leave,
too.
Disaster: The NPC suffers
a personal disaster such as the loss of his
home, business, family, fortune, etc. He
automatically incurs Low Morale.
Domestic Disputes: The
NPC is havIng family problems. It could be a
nagging spouse, kids giving him grief,
overprotective parents, annoying relatives, or
pesky neighbors. Chronic Domestic Disputes
lead to Incompetence and Low morale (see
below).
Emnity: Two NPCs in the
group develop a hatred for each other. Neither
will help the other under any circumstances,
and they will each work to convince the PCs
that their rival is reckless, inept, and a
troublemaker. The situation may eventually
lead to harassment (see Injustice) or even
violence (see Accident/Injury), and it is often
the case that some innocent bystander gets
hurt when this happens. Sometimes the
Enmity is secret and one NPC covertly works
to destroy his oblivious rival.
Glad Tidings: Since most of
the other situations are more like misfortunes
than otherwise, this situation subsumes
various happy events. The NPC has gotten a
promotion, a raise, an inheritance, a degree,
recovered some lost item, triumphed over
adversity, etc. He will be in a generous and
genial mood. There's likely to be some kind of
celebration.
Incompetence: An NPC
fails to achieve a credible result in his area of
expertise at a critical time. Incompetence may
be due to dirninished abilities, pressing
personal concerns, or it may be that the NPC
never was very proficient in his field, but
covered his failings up quite well. If the NPC
is in a "support" position, it usually means
any equipment or information supplied to the
PC is faulty, or the work he is doing is
substandard. If the NPC is adventuring with
the party, the GM may decide he does not
make a roll or rolls when needed.
In a group, Incompetence means that
the organization is ridiculed by the public as
blunders and misfits, and the PCs will find that
NPCs will react negatively based on their
membership in the group, regardless of their
personal success.
Injustice: The NPC is the
victim of a grievous wrong. It may be a
criminal attack of some kind; it may be false
accusations, a conspiracy of rivals to discredit
him, a spiteful superior, mistaken identity,
botched paperwork, or simply a case of being
in the wrong place at the wrong time. The NPC
must spend all his time fighting to clear
himself, and cannot interact with the PCs.
Injustice may lead to Legal Difficulties and
Enmity.
Irritating Habits: An NPC
annoys his companions by his poor hygiene,
offensive personal habits, off-key singing,
constant back-stabbing, arrogant and insulting
attihide, general lack of consideration, and so
on. If he Is not straightened out, Enmity will
result (see above). Note that if this NPC is in
charge of other NPCs; they will also suffer
Low Morale (see below).
Legal Difficulties: The
NPC has to deal with the law. He is involved
in lawsuits, government investigations or
audits, jury duty, witnessing at a trial, etc.
There's a 10-20% chance that at least part of
any given day will be taken up dealing with
lawyers, courts, police, probation officers,
etc. Alternatively, if the NPC is beyond the
reach of the law, he is targeted for punishment
by criminal associates for perceived
misbehavior. Legal Difficulties may lead to
Domestic Disputes and Money Trouble.
Low Morale: Low morale
does not occur by itself but is the result of
some of the other events listed, or such
conditions as low or late pay, persistent bad
weather, a unpleasant climate, poor living
conditions, and, most of all, a leader who
shows little interest in the welfare of his
associates.
Individuals with low morale tend to
complain a lot, although some will become
withdrawn and sullen. They will argue about
orders, slough off work, and, when forced to
labor, will perform their duties in a haphazard
and sloppy fashion. Most anything they sell
or provide will be poor quality.
When the situation becomes difficult
they will be of little help, either smirking and
saying "I told you so", or becoming panicked
and useless. If things get really bad they hide
or run off. Low Morale will mean the NPCs
will lie to the PCs and lie to others about the
PCs. They will be unfriendly,
uncommunicative and unhelpful.
In a group, low morale leads to
grumbling, bickering, malingering, sleeping on
duty, poor equipment maintenance, etc. The
NPCs will may actually conspire together and
mass desertions are possible if the chips are
down.
Persistent Low Morale can lead to
Incompetence, Accidents, Desertion and
Treachery.
Mental Instability: An
NPC goes over the edge. The milder conditions
wfll cause him to behave in strange and
annoying ways, like often forgetting things,
but he will still be able to function most of the
time. If it's more serious, he may make
outrageous claims, talk to himself, and act in a
erratic and bizarre fashion. He may have a
nervous breakdown, and spend his type
cowering under the bed, or may become a
wandering, incoherent street person. Paranoia,
hallucinations, and split personalities are all
possible. Most of the time he is spectacularly
Incompetent. In some cases, the NPC will
suddenly become violent.
Money Trouble: The NPC
goes into debt due to gambling losses, bad
investments, business failures, spendthrift
habits, alimony, etc. He is constantly
pestering other characters for loans or
advances. Money trouble may lead to
Domestic Disputes.
The NPC may sell off his equipment
to raise cash, or moonlight in a second job. In
the extreme case, his possessions confiscated
by his creditors, and he may be hauled off to
jail or pressed into service to pay his debts (or
has some limbs brokensee Accident/Injury above.)
Pet Problems: The NPC
has a pet he adores, but which is something
between a nuisance and a menace to other
characters. The NPC will react with hostility
towards any criticism of his darling and will
characterize anyone who dislikes the pet as an
"vicious animal hater". The pet can be merely
obnoxious, or a real killer. It gener* only
obeys the NPC (if that), although it might be
friendly towards a few others. If the pet really
annoys another NPC, it may lead to Enmity.
Philosophical Differences:
Religious, political, ethnic, social, or ethical
convictions divide two or more members of
the group. The NPCs involved may be bigoted
and intolerant. They take their disagreement
very seriously and scorn any who try to laugh
it off. The two sides continually try to
convert others to their point of view. If the
disputants are not reconciled or at least forced
to declare a truce, the dissension may lead to
Enmity and Low Morale for the group.
Property Predicament:
Some type of property, such as a vehicle,
house, robot, weapon, magical device, or other
such valuable item, is continually causing the
NPC problems. He uses this as an excuse for
being late or absent when the party needs him
(occurs 30-60% of the time). The excuse is
legitimate one-third of the time, but there's
also a 1 in 3 chance that the Property
Predicament was caused by the NPC's neglect
in the first place, and a similar chance that he's
making the whole thing up.
Revelry/Obsession: The
NPC becomes a party animal, and spends all
his free time and money celebrating. He
suffers from frequent hangovers and is
susceptible to social diseases. Alternatively,
he becomes obsessed with something that
absorbs his complete attention. If the
situation is not remedied, he eventually
exhibits declining health, low morale,
decreased competence, and an increasingly
hostile attitude towards work.
Romantic Complications:
The NPC is involved in a serious romantic
relationship. It takes up most of his or her
time and energy. Romantic Complications
may lead to marriage (see Vacation), breakups
(see Domestic Disputes and Low Morale),
cheating (see Enmity), divorce (see Enmity
and Legal Difficulties) or a Baby.
Society Service: The NPC
either volunteers or is drafted for some type of
military or social/relief activity. He will be
gone 2-12 months or 1-4 years (50-50 chance
of either).
Substance Abuse: The NPC
abuses powerful intoxicating substances. All
of his time and energy is directed towards
acquiring and ingesting his favored substance.
Eventually Substance Abuse will lead to Low
Morale, Incompetence, Money Trouble, Legal
Difficulties, Mental Instability,
Accident/illness, and even death.
Termination /Retirement/
Relocation:
As NPCs reach old age, their abilities tend
to decline and they want to take it easy, so
they discontinue adventuring.
Alternatively, the NPC is discharged
from his job (if the NPC works for a PC he
commits a series of flagrant blunders that
makes his continued employment impossible),
moves away or simply decides on a career
change.
Retirement/Relocation is a way to
gently remove NPCs; from the campaign
without having a traumatic event like a death.
Thievery/Scam: The NPC
members of the group are affected by the theft
of their items or a swindler who takes their
money. The thief or con artist may or may not
be a member of the group. This situation may
lead to Low Morale, Enmity, and Legal
Difficulties.
Treachery: Someone in the
group is suspected of being an informer or
traitor. It should not be obvious who it is, and
may not even be evident at first that there is a
betrayal. It may be that the person involved is
being blackmailed into this action. Evidence of
treachery leads to immediate Low Morale if
the perpetrator is not uncovered.
As an example, the party talks about
their upcoming dungeon expedition at a tavern.
One of the less honorable patrons sneaks off
to warn his monster contacts. The monsters
prepare an ambush.
Vacation/Wanderlust: The
NPC is bitten by the travel bug. He will be
gone for 2-8 weeks (60% chance), 2-12 months
(30% chance) or 1-3 years (10%). He may
develop new skills, abilities, or attitudes if he's
gone for a long time.
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