Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Sunday, May 2, 2021

Advice on Running Social Interactions With NPCs

 Hi everyone!

This is advice I sent my CoC players and thought I'd share. Please enjoy.

 

I just thought I’d clear things up about social interactions with NPCs.

 

Mostly, I just roleplay the NPC as if they were a real person. In the first session when Lady Jane offered her sword to a policeman in a shootout, he boggled at her and shouted, “Just get some backup lass!” Ditto for when Shirly Bath walked into a hospital brandishing a shotgun and people freaked out. Act nice & they’re nice, act not and they’ll respond in kind.

 

When you need to get an NPC to do something special, here is basically my procedure:

 

Here is some advice about running NPCs that I shared with my players.


SOCIAL INTERACTIONS WITH NPCS


Tedankhamen will explain the NPC’s motivations

You can add or point out things that may be off

If we agree on these particulars, we move to the resolution.

 

There are then 3 skills you can choose from

 

Fast Talk – For when you need to flim flam in a rush.

 

Persuade – For when you need to appeal to reason or their better nature.

 

Credit Rating – For when you want to make a deal.

 

After choosing which route is possible and best for the situation, you enter into the roleplay & roll.

 

First, you act out what your character says.

If it makes sense or sounds good, you get a flat roll or even a bonus if done well.

If it doesn’t make sense or sounds off, you might get a penalty or automatic refusal.


Then you roll the bones.


A critical success might mean you get extra information or help.

Straight failure means they might still point you in the direction of someone who can help.

A fumble just means refusal, unless there is a good story reason for them to turn on you (ie secretly a nazi).

 

I am just trying to balance out the roleplaying and roll playing in a fun and fair way.

Hope that helps!

Friday, March 19, 2021

Running Kickass NPCs

One of things making my current Call of Cthulhu campaign epic is the NPC game I am bringing to it. I thought I'd share some of the best practices of running NPCs that I've picked up over the years. First, I'll introduce tips for running the important or named NPCS, the friends and foes of the PCs, before moving onto the unnamed little people of the gameworld.



THE FRIEND

First, NPCs who are on friendly terms with the PCs can be made compelling by following these guidelines.

1) PCs are heroes, NPCs are victims or villains.

We all know of The Mary Sue (or Larry Lou), the GM run NPC who outshines the protagonists. Players rightly hate this kind of NPC because they rob them of heroism. I think GMs sometimes fall into the trap of using a heroic NPC because they want to play too. But GM play is a different thing, and running NPCs well should be its own reward.

One way to achieve this is to remember that NPCs should never out-hero the heroes, they are best as victims or villains.

In my CoC game, the PCs came together to meet an old archaeologist, Dr Stanley, who had sent them a telegram about a miraculous find he had made. Dr Stanley didn't show up at the appointed time, so the PCs went to his hotel only to find his room guarded by some local toughs. A gunfight ensued, 4 gang members were shot, and one PC was sent to hospital, along with 1 policeman who showed up to the gunshots. In other words, the players were invested enough in saving this NPC to put their PCs' lives on the line because his weakness made them step up to the plate.

2) Friends have their own motivations & life experiences

Just because an NPC ally can be a victim who the PCs save, this does not mean they exist at the PC's convenience. They should work to achieve their own motivations, and be shaped by their own life experiences.

In our game, after rescuing the professor, the party left El Paso for Arkham to recuperate. At this time they became embroiled in reading the ancient tome the professor had found, or doing other 'in town' projects. Ultimately, the PCs abandoned the poor professor, who had been traumatized by his kidnapping and torture.

I ruled that professor Stanley had become an alcoholic in the weeks alone, and they found him dirty and disheveled in his house after the police were called by complaining neighbors. The players chose who would go get the prof from the drunktank, what kind of treatment they would provide him, and vowed to keep an eye on him. Put another way, they have become engaged with this fictional character, and recognize the truth of his life experience.

3) Friends are unreliable

Finally, good NPCs are not always reliable. In addition to becoming alcoholic as mentioned, after his weeks alone, professor Stanley became adamant that the mythos tome he had found should be destroyed. This split the party between those reading it for power and those wary of where its knowledge would lead them. PvP ensued, the book was burned, and one PC died. Although the death was lamentable, all too often NPCs drop info or arcane knowledge and become reliable (and boring) sources of further information. In this case, Dr Stanley's objection to using the tome became a very genre-appropriate response to finding such a source of arcane knowledge, and the destruction of the book and consequent loss of life brought the Call of Cthulhu session closer to its literary inspirations than I have ever seen.

THE FOE

Just as the PCS' friends can make or break a game, their foes also hold great potential for improving the game if the following rules are kept.

1) Villains don't always fight


Throwing villains at the PCs seems to be the default mode for many GMs, but letting them interact non-violently is a great way to make NPC villains memorable. In our game, the PCs suddenly found themselves stranded in Antarctica, and met an expedition of Nazi soldiers who had been sent to the lost polar city to retrieve an artefact. Instead of a shoot out, the Nazi commander, Sigrid Mueller, offered the PCs sustenance and a ride back to civilization, and the PCs and soldiers eventually worked together to fight off eldritch penguin-things. Ultimately, one PC engaged Colonel Mueller in conversation, and they eventually parted on friendly terms. The players know in their bones that Mueller and his men are the baddies, but after spending time together, they have a grudging gratitude for the NPCs who got them out of the antarctic wastes. Remember Raiders of the Lost Ark - Belloq is arguably Indy's most compelling nemesis, yet he never directly threatens him.

2) Villains don't think they are the baddie


Another GM bad habit is to make the villains two dimensional baddies who cackle on about their evil plan. This is boring and leads to less engagement with the game and its world, of which even bad guys are a part. In our game, during the flight back to civilization with Colonel Mueller, he regaled them with tales of how the Nazis would pacify the earth, and even tackle climate change. Once again, the players know Mueller and his ilk are bad guys, but Mueller himself couches all his acts in terms of his own heroics. In a word, he acts completely as if he was both heroic (ie good) AND the hero or central character of the story.

3) A good foe is compelling

The biggest result of making villains that don't blindly fight but who try to convince players of the righteousness of their actions and worldview is that they become compelling characters in the shared narrative of the game. My players sometime wonder aloud where Mueller is, and his presence and supposed furthering of the plan to gather more artefacts weighs on their minds. Mueller is thus a compelling villain, and (or precisely because) he hasn't fired a single shot at the PCs, and stopping hm has become a de facto engine driving the narrative.

THE LITTLE PEOPLE

Even the background NPCs can bring a lot to the game and the engagement with its world. My main rule is thus:

Reactions should be natural

For instance, when one player had his character run into a hospital brandishing a shotgun, all the nurses on duty rightly screamed, cowered in fear, or called the hospital guard. The player ultimately decided to suicide their PC because NPCs acting naturally was a shock to him. Yet the NPC reactions were entirely realistic, and so players should be reminded that NPCs are not schlubs to be manipulated or tossed aside without consequences. We spend everyday avoiding conflict and dealing with stubborn people in reallife, and the gameworld becomes all the more real if PCs have to do the same.


SUMMARY

So make your allies imperfect and unreliable supporting characters for the PCs to save, and have them interact with some compelling bad guys who think they are the hero. Do this, and not only will you find the villains more enjoyable to run, the players will also feel compelled to find and stop them.

Saturday, July 20, 2013

D&D Humanoids as Gangs from The Warriors (1979)


I watched a couple of scenes from that hoary old classic The Warriors today, and the way gangs acted and interacted inspired a lot of insights about how demihumans might act in a scenario like The Caves of Chaos.

1) Truces are made and broken. The New York of The Warriors is a disputed landscape where a semblance of peace is kept only by truces among gangs, but straying into alien territory without permission will still get you roughed up or killed. Also, when a leader dies and a power vacuum is created, all bets are off until authority is restored. Adventuring parties in populated dungeons should find a map of relations and territories just as useful as a map of the dungeon itself.




2) Leaders should stand out. Many of the gangs from The Warriors exhibit leaders who stand out from their group. The leader of the Boyle Avenue Runners sports a decorated vest; Gramercy Riff chiefs and subchiefs wear silken robes to differentiate themselves from the rough judogis worn by the initiates; and the head of the Rogues is armed with a gun while his henchmen sport melee weapons. Let your leaders stand out, give them facepaints and headdresses, but as these will draw fire, also let them have superior weapons and armor, or even some magic to compensate for wearing a bull’s-eye.



3) Each group has a way of collecting information. When searching for the Warriors, other gangs listen to the radio station on boomboxes carried with them, and some members serve as runners or messengers in case of emergency. Having Quicklings or Brownies serve as dungeon runners, and groups carrying Scrying crystals or Orbs tuned into one dungeon channel would be a cool way to make sure demihumans work together to prepare against invaders to their realm.




4) Gangs are self-serving, untrustworthy, manipulative, and divided by schisms. The leader of the Rogues kills Cyrus and frames the Warriors basically for kicks; the Warriors are rocked by Fox’s challenge of Snow’s authority; the Lizzies lure the Warriors with a promise of sanctuary then try to capture and kill them. Group motivations should always be inscrutable to outsiders. Choose a motivation for the group but include deception and false friendliness as ways they use to achieve their goals.



5) Gangs have different sizes and fit into different niches. The Riffs are the largest gang and so their leader, Cyrus, also speaks for all the other gangs. The much smaller Warriors are stuck out on Coney Island, while the Jones Street Boys and Saracens constantly fight over Bensonhurst. The Riffs do martial arts, while Satans Mothers are a motorcycle gang. Having kobolds and gnomes fight it out on the margins as spies while gnolls and ogres dominate the center as bodyguards or enforcers would add to both the depth and attraction of a dungeon.

Tedankhamen