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Created on: November 18, 2007
As a DM, to make a memorable game, you need memorable NPCs. Your campaign gains credibility by having major characters have strong qualities that make them important and worth interaction. In the same way, when the players interact with one of the standard populace (a shopkeeper, a bartender), they become much more involved if there is something interesting about that NPC beyond the standard template.
The one thing that needs to be done is to attack the stereotypes. We all know about the gruff bartender who will take your order with a grimace. Instead, make the bartender be extremely insecure and, in a reversal of views, talk at length with the players about all of HIS problems. Instead of the smarmy shopkeep who hovers around his well-organized shop, aim for a helpful shopkeep who dives through disorganized piles of stuff to try to find what the characters want.
In the same way, various classes build strong stereotypes that can be attacked. The grunting barbarian can be replaced with one that is noble and speaks like a Rhodes scholar. The bard could be a bad stutterer who, when singing, can have a clear sining voice. You can make that bard not bothered by the stuttering and speaking poorly through out the whole roleplaying or you can go to the opposite extreme and make him extremely self-concious and sing everything to try to hide his problem.
Wizards might be absent minded but, since wizards tend to be highly intelligent, make him extremely smart but thinking about several things at once. Talk to the players about their questions but try to rope them in on some odd, little experiment that he is working on. "Sure. I heard about this orc chieftan... Excuse me, but please put this chicken on your shoulder... I understand that the orc has a minor artifac... No, no. Don't move until the smoke clears..." Question the players on the best flavor for your wizards variation of the water breathing potion.
Clerics can be devout but can also try to convert the players. They can also bring the players into various ceremonies. "I need some mourners for a funeral. I'll answer your questions right after..."
Sorcerers can be extremely vain. "Do these tights make my butt look big?" Fighters could be constantly exercising or could be acting like a British guard, trying to maintain their expressionless guard stance while the players try to talk to them. Have the fighter track the characters down after his shift.
Races are another good area that is rife for picking. The half-orc could try too hard to be like one of his races. Let him walk around in full courtier regalia. The half-elf might not be just a result of an elf and a human. Make one of his parents a dwarf. An elf might not look like a beautiful, slender model. Make her disheveled.
Find a quirk that makes the character interesting. How does the NPC talk? Does he speak slowly in a meandering way? Is he rushed and hurried to the point where he is always out of breath? Is he so quiet that the party has to strain to him? Or is he so loud that his voice rattles the windows?
I've always loved to figure out how an NPC laughs. Is it a cackle, a hearty gut laugh, a small chuckle or does he not laugh at all (never getting the joke)? That right there helps set the whole personality for me.
In any case, give the NPC some aspect that goes against type or that distinguishs her from everyone else. The players remember that and, if done entertainingly enough, will get the players coming back time and time again.
Learn more about this author, Steven Laskoske.
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