Matt Colville (if you don't know of him, he's a video game writer who has played D&D since 1e who makes videos about DMing for new DMs) did a video about NPCs:
[video=youtube;NwJxM1ABLJM]https://www.youtube.com/watch?v=NwJxM1ABLJM[/youtube]
In the video he is trying to answer the question of "How do you make NPCs memorable".
He answers that question in a few ways, but then later asks the more important question: do you need to do that? Is it important to make NPCs memorable, or is it just important to make the key villains memorable and interesting and not worry too much about normal NPCs?
I am wondering what people here think about that topic? Do you do things to make NPCs memorable, and if so what sorts of things do you do? Do you think it's useful to even make NPCs memorable?
My 'key' is to shotgun all sorts of shit at the wall until the players find something/someone is interesting or engaging to them, then I build on it further. "Villain" (often some random antagonist or NPC elevated to 'villain' status through circumstance and game history), random NPC friendly or unfriendly, random objective, whatever. Didn't watch the video and I'm unlikely to, that's my general stance. Not all NPCs have to be important or have elaborate personalities, not every mission or goal has to be important or integral to the characters or game world, things simply are what they are. Loose threads abound. Such is the game, such is life, such is existence. Damn I'm deep as hell! :p
NPCs that don't get themselves killed are memorable. And the ones that die horrifically are remembered at least. And using Trump as an NPC will certainly trigger some players.
I certainly don't think EVERY NPC needs to or even should be memorable. A few memorable NPCs can be good.
Quote from: Antiquation!;1106183My 'key' is to shotgun all sorts of shit at the wall until the players find something/someone is interesting or engaging to them, then I build on it further. "Villain" (often some random antagonist or NPC elevated to 'villain' status through circumstance and game history), random NPC friendly or unfriendly, random objective, whatever. Didn't watch the video and I'm unlikely to, that's my general stance. Not all NPCs have to be important or have elaborate personalities, not every mission or goal has to be important or integral to the characters or game world, things simply are what they are. Loose threads abound. Such is the game, such is life, such is existence. Damn I'm deep as hell! :p
I am very much the same: shotgun blast of variable info.
I think my key timesavers are Colorful Description, and 'Free Indirect' narration style. Condense, condense, condense. Borrow perspectives liberally. Embed ambiguous subjective commentary. Let the players suss it out or ignore. Some nouns will be generic placeholders, others will get a quick caricature.
Then I wait for players to show interest before I flesh out their "viewfinder" composition. ;) Suddenly it becomes their meaningful choice which nouns to expand my (sometimes improvisational) narration. Those player-focused-upon nouns graduate into more complex noun phrases, possibly even sentences or a paragraph. :)
Quote from: Antiquation!;1106183My 'key' is to shotgun all sorts of shit at the wall until the players find something/someone is interesting or engaging to them, then I build on it further. "Villain" (often some random antagonist or NPC elevated to 'villain' status through circumstance and game history), random NPC friendly or unfriendly, random objective, whatever.
I'm similar, except if I understand your point correctly, my take is slightly less random. Instead, I've got multiple "candidate villains" that may or may not turn into the real thing as players interact. Same with NPCs that are "candidate allies". Same with NPC candidates that are more neutral or even ambiguous. It's possible for there to be some crossover between the various candidates, but in practice it doesn't happen very much. Part of my tack is that this is a natural outgrowth of how I do most such things--multiple pieces for each X that I need. The other part is that I don't improvise NPCs very well, and thus want a solid understanding of their goals and desires before the game starts.
On the main question, though, I agree. You cannot make an NPC memorable--at least not consistently enough to make it worth the effort. The players and events in the game will make some NPCs memorable, given a little GM effort and attention.
My players tend to remember NPCs that kill party members and take their stuff (especially those that take their stuff).
Quote from: Opaopajr;1106219I think my key timesavers are Colorful Description, and 'Free Indirect' narration style. Condense, condense, condense. Borrow perspectives liberally. Embed ambiguous subjective commentary. Let the players suss it out or ignore. Some nouns will be generic placeholders, others will get a quick caricature.
Then I wait for players to show interest before I flesh out their "viewfinder" composition. ;) Suddenly it becomes their meaningful choice which nouns to expand my (sometimes improvisational) narration. Those player-focused-upon nouns graduate into more complex noun phrases, possibly even sentences or a paragraph. :)
Yes! This is almost exactly how I approach things. I am similarly improvisational most times, I prefer not to weigh that down with categorical dictation until it's warranted as it quickly becomes a hassle to remember everything and keep it straight in my head (with little to no added value to the players, to boot).
Quote from: Steven Mitchell;1106231I'm similar, except if I understand your point correctly, my take is slightly less random. Instead, I've got multiple "candidate villains" that may or may not turn into the real thing as players interact. Same with NPCs that are "candidate allies". Same with NPC candidates that are more neutral or even ambiguous.
That's not a bad way to approach it either, and I suspect I use this technique subconsciously in some ways. In my experience it works best with players who are able and willing to take those elements at face value; with others, how they react to and perceive the NPC (and therefore, what role they will end up occupying) can sometimes matter little as far as what I have planned for them.
Quote from: Steven Mitchell;1106231On the main question, though, I agree. You cannot make an NPC memorable--at least not consistently enough to make it worth the effort. The players and events in the game will make some NPCs memorable, given a little GM effort and attention.
Spot-on!
Here's my technique. What's three unique things about this NPC?
Generic Evil Wizard Dude
1) his robes are funhouse mirrors, always reflecting the faces around him, but distorting them in pain.
2) he's got a goblin sidekick with no arms.
3) one of his arms is that of giant insect, clearly grafted on...but why and by whom?
And that's it. Just 3 unique bits and players are going to remember this wizard. He's weird and creepy, lots of questions are caused just by looking at him, and they may never get answered if they just cut him down in the next combat.
Generic Fighter Dude
1) his plate armor looks like petrified wood, not steel
2) he talks to his sword and shield as if they were companions, he seems to also hear them respond
3) he's eager to quest for a wyvern mount, in fact, he's obsessed with wyverns and quite knowledgable.
Generic Cleric Chick
1) she looks really young, but talks about her grandkids and her long dead husband
2) her holy symbol is mounted to her helm, and if not wearing it, she carries it with reverence
3) after slaying undead, she always collects their remains for a proper burial...even if it overmaxes her encumbrance.
Give them one annoying feature/trait. All people have something that just irks others.
Quote from: Antiquation!;1106183My 'key' is to shotgun all sorts of shit at the wall until the players find something/someone is interesting or engaging to them, then I build on it further.
Yes.
Mostly I just try to make the NPCs annoying or stupid, especially their allies and friends. This helps keep things moving.
If I need to make an NPC memorable, I pattern their behavior after someone I have met in Real Life. The thing is though, most NPCs don't need to be memorable because they are often just a tool used to help advance the adventure.
Quote from: Spinachcat;1106331Here's my technique. What's three unique things about this NPC?
Generic Evil Wizard Dude
1) his robes are funhouse mirrors, always reflecting the faces around him, but distorting them in pain.
2) he's got a goblin sidekick with no arms.
3) one of his arms is that of giant insect, clearly grafted on...but why and by whom?
And that's it. Just 3 unique bits and players are going to remember this wizard. He's weird and creepy, lots of questions are caused just by looking at him, and they may never get answered if they just cut him down in the next combat.
Generic Fighter Dude
1) his plate armor looks like petrified wood, not steel
2) he talks to his sword and shield as if they were companions, he seems to also hear them respond
3) he's eager to quest for a wyvern mount, in fact, he's obsessed with wyverns and quite knowledgable.
Generic Cleric Chick
1) she looks really young, but talks about her grandkids and her long dead husband
2) her holy symbol is mounted to her helm, and if not wearing it, she carries it with reverence
3) after slaying undead, she always collects their remains for a proper burial...even if it overmaxes her encumbrance.
these are great, thank you
It's not something I usually think about too much, I seem to just add details as the NPC needs them... as they come into focus for the PCs. Some (most) will be bland and forgettable, but I'll hit a whim with others and give them a quirck or two. It's up to the Players to sieze on certain deatails, or not, but not every character will be a 'character.'
I do like the 'three unique things' technique, though I might make them a bit more subtle, to be noticed on later visits.
Quote from: Kyle Aaron;1106333Mostly I just try to make the NPCs annoying or stupid, especially their allies and friends. This helps keep things moving.
This is an excellent point! NPC's are not only for attracting players through interest, but for pushing them as well. Even a single mundanely obnoxious NPC can really spur the party to action; I am a frequent user of this technique. Excellent, Kyle!
As far as actually making NPCs memorable. I do often have NPCs based on quirky characters from real life or sometimes from fiction. When fiction, it helps to mostly use side characters from a different genre - not popular in-genre characters.
I also agree with others that not every NPC needs to be memorable. I usually just have a few notes on a given NPC, and I see which ones they react to.
Quote from: Kyle Aaron;1106333Mostly I just try to make the NPCs annoying or stupid, especially their allies and friends. This helps keep things moving.
This connects to an important point that isn't often done by GMs. Too often NPCs are mouthpieces for the GM -- i.e. they're information sources to give the PCs clues, quests, etc. It helps the PCs to think of the NPCs as real people if they do things that are ignorant and/or stupid.
I often aim to make sure that the PCs are at least as well-informed as any of the major NPCs. A given NPC might know more than the PCs on one topic, but they'll be ill-informed on other topics.
Quote from: jhkim;1106426As far as actually making NPCs memorable. I do often have NPCs based on quirky characters from real life or sometimes from fiction. When fiction, it helps to mostly use side characters from a different genre - not popular in-genre characters.
I also agree with others that not every NPC needs to be memorable. I usually just have a few notes on a given NPC, and I see which ones they react to.
This connects to an important point that isn't often done by GMs. Too often NPCs are mouthpieces for the GM -- i.e. they're information sources to give the PCs clues, quests, etc. It helps the PCs to think of the NPCs as real people if they do things that are ignorant and/or stupid.
I find these can be the most loved NPCs, too. Eg my Wilderlands players loved the fake Archmage who was actually a commoner in a pointy hat. :) I think because of the tendency to trust NPCs, it took a while for them to cotton on when he kept coming up with new reasons why he wasn't casting any spells...
Part of the video was about how that DM uses some NPCs to communicate to the PCs how the world views them over time.
So for example a guard NPC in a town might be skeptical of adventurers at first, thinking of them as something that will make that guards life more difficult. However, after the PCs rescue a kidnapped child from the town, or kill the local werewolf plaguing the town, or whatever, then the guard's attitude is very positive towards the PCs, showing them the impact they've made on the setting from their actions.
Trash talking NPCs who the PCs shouldn't kill (note I didn't say "can't kill") are also great fun.
I love court jesters. Even if the lord honors the heroes, I have the court jester razz them. During the course of one T&T campaign, the jester even had custom puppets of the heroes made and he did creepy messed up shows about them.
The PCs did whack him though. Then they had a sad lord on their hands who begged them to either find or avenge his beloved jester...and soon thereafter, the lord began to suspect who whacked his buddy...and the PCs murdered to lord, the entire court, much of the town and the campaign ended in a psycho-bloodbath.
And the players blamed me because that damn ungrateful jester didn't respect their heroics! I was hysterical because the lord and a dozen other NPCs in town had nothing but admiration for the PCs, but hot damn, that ONE jester was too much!