I'm not a good player. Or rather, I am not an invested player. I've learned that I find it hard to remain invested in piloting a single character, and ended up vastly preferring the referee's role over the years due in no small part to my enjoyment of playing through a myriad of non-player characters. Making the mundane come alive, and sprucing up the set dressing of the game world--that's the stuff. It's the world-building I enjoy most of all, but not through arduous campaign planning... it's through the needs, desires, and machinations of NPCs and their related random tables.
After coming across Joel Haver's short films about a year or so ago, I've enjoyed them greatly, and recently, he's put out several animated bits that resonate with my approach to NPCs a great deal. Let's watch them and see what we can gather.
It is no surprise that I am not an avocate for full murderhobo mode. It's a quick way to get your characters into a lot of trouble if approaching the world with any modicum of realism. It can be a lot of fun to hack and slash with reckless abandon, but then innocent town rats and young adults with skin conditions everywhere end up deaded, leaving unfortunate blood on the hands of hapless adventurers everywhere.
Observations:
- The town NPC is sensitive to threats against the status quo, and is shocked to hear the adventurer suggest there is murder to be solved or chaos to be ordered. Sometimes a village is just a village.
- In lieu of a crisis to be solved, NPCs can still provide value to an adventuring party through local rumors, thoughts on regional goings-on, and hooks regarding nearby commerce and opportunity.
- If the adventurer met an actual ghoul, most old school adventure logic suggests that there is nothing but mindless violence behind undead NPCs. Screw that. Give them reactions and goals.
- If you're trying to conceptualize an average person in a game world, think about average people you actually know, including yourself. What are your needs, wants, and idle daydreams?
- If modeling a game world with realism, think briefly about the ecology of a workplace or community. Immediately I imagine practical jokers, the pet person, that one Weird Guy™, etc.
- Even super-nifty fantasy/sci-fi/[your-genre-here] VIPs have some combination of families, memories, hobbies, interests, and weaknesses. Steve Martin is a rad banjo player on the side.
- Think about hierarchy and influential walls for "middle management" antagonists, and various check & balances for those operating at the top. What are in-fiction roadblocks for scheming?
- Ripple effects are real and should be leveraged at all times. Maybe the nefarious plan succeeds, but what ire would be aimed at the villain in the aftermath? Enemies of enemies become friends.
- Lackeys are underutilized and afford a tremendous opportunity for depth and variety. Are they brown-nosers? Manipulators? Budding usurpers? Infiltrators interested in aiding the party?
In the first role playing game I took part in the players went in for method acting and the whole game went completely meta with a couple of people being injured and several pieces of furniture being broken.
ReplyDeleteam I wrong in assuming this happened IN the game?
DeleteWow, those were funny! Thanks for sharing the vids, hoss.
ReplyDelete