This post is part of a series where I discuss Robin D Laws’ seminal work on GMing: Robin Laws’ of Good Game Mastering, written at the end of the 90’s . I compare it to my personal experience and opinions and I check how well the guide has ‘aged’.
The other posts of this series can be found here. If you liked them, I encourage you to purchase Robin’s book. Oh incidentally, he knows that I write these and he told me he didn’t mind… I can sleep soundly without fearing his army of lawyers from Toronto!
Many GMs wish they were more spontaneous in regards to their games, especially when faced with unplanned player requests.
In chapter 6 of his book, Robin Laws tackles spontaneity by covering 3 areas:
Giving instant NPCs Names
GMs should have a list of names readied in advance in their notes to be picked up whenever the PCs ask about a NPC you had not planned to flesh out. That’s a great tip because when hard pressed to produce a name for a NPC I often find myself groping gracelessly and opting for some monosyllabic name.
Player: Hey Phil, is there a Magician that sells Scrolls here?
Chatty: Huh… Sure, he lives in a shabby tower by the town’s edge.
Player: Cool, what’s his name?
Chatty: …Jim… Darkmagick? (With apologies to Gabe)
NPC personalities
Then, Robin says that you should have a list of personality traits, one word each, that you can just cross out whenever your players actually interact with that NPC they forced you to create.
Player: Greeting Master Darkmagick, I am Galdar the Arcanist and I seek to purchase some of your Arcane rituals
Chatty (Crossing off “Dark” from his list): Jim glares at you… Darkly!
Player: (Sigh)
Yeah, make sure you make a list that’s actually inspires you to act out NPCs more vividly. You don’t need to add many traits. Its usually easier to play one trait fully, even exaggerating it, than try to go for a complex deep character. This is a RPG , not Shakespearean camp!
I’ll add that it does not have to be just personality traits, it can be any other defining characteristic that you feel confident you can play at the drop of a hat. Maybe the NPC has black flies all around him, or maybe she’s a cross-dresser that yells all the time.
Dialogue and other items:
As for achieving convincing, yet spontaneous spoken dialogue for storyline NPC (i.e. ones that you have created for your adventure), Laws suggests that you prime each of them with one or two sentences that represents the NPC’s standard speech pattern.
I’m doing that with my Kobold Love adventure and it works great!
Deformed Majordomo of Local Vampire Lord: My Mashter will shee you now! Pleashe come with meeeeee!
Halfling Rogue: I didn’t steal it, it fell in my pocket honest!
Space Marine: Let’s Frag those bug eyed Mofos and be done with it, I will NOT miss the Game tonight!
Laws then concludes this very short chapter by saying that you can apply such tricks to other things like regions, objects and rooms.
Want more? Here’s a few things I thought up while writing this:
Secrets & Rumors
Make a list of secrets and rumors that are not directly linked to your game. When players start interacting with NPCs, try to weave in one secret or one rumor in the conversation. Maybe the Blacksmith’s daughter is a cultist and performs dark rites at night, or maybe that soft-spoken herbalist is keeping a Red Dragon egg in her wood stove.
This is particularly useful for groups who prefer Sandbox type games and/or are more prone to appreciate Storytelling. Discovering such secrets can lead to whole new quests and stories.
Relationships
If your campaign uses organizations and factions, its useful to decide if a new NPC you are prompted to create is related to one of them. Is Jim Darkmagick a fellow of the Darkmagick school of New England? Is the Blacksmith’s daughter part of the Order of the Toiling Bell?
While I don’t suggest that you write this up (I mean this is about spontaneity, not anal retentive overplanning) you should feel free to make the snap decision of linking a NPC that your players take an interest in to one of the existing elements of your campaign world.
Ask your players!
You don’t have to share the burden of spontaneity alone. When you have to create a NPC on the spot, you can prompt your players to fill in some of the ‘fields’ that make a new NPC. This is especially true if the NPC was created at their request.
Feel free to ask how that NPC could tie into the story and listen carefully, maybe the players will be crafting future plot hooks for you!
Dare to be silly
Lastly, in order for you to be more spontaneous, you have to slowly shed away any insecurity you have toward your skills as a GM (as discussed here). You have to dare doing things impulsively. Make voices, give your NPCs silly names and act out exagerated personality traits.
Spontaneity is an acquired skill, push your boundaries and it will become easier.
Up next (and not in 6 months, I promise): Setting mood and keeping focus.
Noumenon says
Laws suggests that you prime each of them with one or two sentences that represents the NPC’s standard speech pattern.
It occurred to me today as I was struggling to roleplay a paladin who I realized had every reason to believe the party was actually allies of the Centipede Clan, that you should make one of these sentences something they’d say when they’re happy and one they’d say when they’re mad. That way when the party decides to antagonize them for no reason you’ll be ready.
ChattyDM says
Hey Noumenon, glad to see you back! I truly think that this one simple tip is tremendously helpful and not much more work to implement.
In fact, I’m going to do it for the few NPCs I created for tonight’s game!
Yan says
Oh jezz… That means I’ll have to antagonize and make each of them Happy just to hear what you had prepared…
😉
ChattyDM says
Nah, don’t worry, I’ll make sure I killed your character before we get there.
Tony Law says
If you’re ever up for flexing your spontaneous muscles, I highly recommend playing a game of Stuperheroes! The entire character creation process is random and, as a GM, you just have a basic outline for a session (which is done in Mad Libs fashion by asking the players for adjectives, places, etc). The best game I’ve ever run at GenCon was a 4 hour session that was about 90% off the top of my head. 🙂
Tony Laws last blog post..Geek Comedy Friday: The World of Workcraft
Wyatt says
Very nice article. Spontainety is something I use a lot (given that my planning tends to suck so I often wing it). I just wish my own players were more spontaneous! Sometimes I feel they just see my game worlds as a to-do list, even when I tell to be more proactive and do act on what they see and what they feel, rather than what they think I have in my notes somewhere.
Wyatts last blog post..Wyatt’s Guide To Making A Balanced 4e Class
Yan says
That promise to be nice session… It’s been a long time since you actually killed my character. Did I became cautious with time?
Nah!!!
You must be loosing your touch… 😛
ChattyDM says
Oh its so on Yan! I have yet to kill a D&D 4e character!
Yan, teasing his DM since 1999!
ChattyDM says
@Wyatt: Thanks man. If you want your Players to be More spontaneous you have to grab them by the proverbial balls and squeeze! You need to scare them and send them in WTF land!
Or give them moral choices that will make them squirm!
@Tony: Gah, there are so many other RPGs I know nothing about… I feel like a PhD, I’ve experience with D&D and Gurps like there’s no tomorrow, yet I blink stupidly when people tell me about Dread, House of the Bloodied and Stuperheroes… 🙂
Rafe says
I find the best way to characterize NPCs is to give them a short sentence containing something positive and negative. These can be descriptors or quirks: Morden is disciplined and no-nonsense but becomes indecisive under pressure. Garl is helpful and quick to laugh but is a coward and crumples under any intimidation. Humber disdains the company of others but has very strong community spirit. Vako can’t be bribed but has a soft spot for helping women. Etc.
Rafes last blog post..The Bat or the Belfry? Both!
Tony Law says
@Chatty – That’s why the rest of us geeks are here. To school you in the fine art of independent RPGs. 😉
Tony Laws last blog post..Review: Helix
Bartoneus says
The list of names has definitely helped me, and it was fun making the list too! Only problem I’ve noticed with this is being SURE to mark down the names once you use them!
Bartoneuss last blog post..4th Edition Encounter Planner
Katana Geldar says
Good NPCs are a way for the GM to give the players the impression that the world they are creating is much bigger than the players. I love having my NPCs pop up every now and again. Not every adventure, but often enough.
.-= Katana Geldar´s last blog ..There’s one at every table… =-.