Index
Day One
Day Two
Day Three
Day Four
Day Five
Day Six
Day Seven
Day Eight
Day Nine
Day Ten
Day Eleven
Day Twelve
Day Thirteen
Welcome back! After a substantial delay, due to work issues, for the most part, I'm ready to start making updates again to my Dungeoncraft page. One important point of interest; since my last update, I've been running this campaign, and we have about half a dozen or so play sessions under our belt. Naturally, the work is actually ahead of my updates here then. It's been fun, though, to see Tson, the hulk ex-gladiator, Konrad, the human wildlander, and Roshan Boh, the gray rogue/swashbuckler wandering about the streets of Razina, bumbling into plots and intrigues, and handling them with the sudden and brutal violence that characterizes player characters the world over. I've been typing a game record, which I will also upload on this site when I get a chance, although it will also be mirrored as a "Story Hour" thread at ENWorld. Before jumping into the Dungeoncraft methodology, let me also explore a few other minor changes that have occured to me since I wrote the last issue.

First off, I've reimagined the map of Razina just a little bit. Rather than being set near a big Valle Marinaris like cliff, why not set it on the very edge of an extremely large floating island? This reverses the roles of some of the neighborhoods, too. Since the lower terraces that cling to the cliff-face are the most scenic (and don't get soot and smoke and steam) the Ridge neighborhood will be renamed the Terraces, and will be the lowest neighborhood. Bricktown will crouch at the very top of the cliff like a giant vulture, and the un-named Tenement ward will become simply Upper Razina, the side of the city on the other side of Bricktown which has no view of the cliff face.

Ancient pumps bring water up from a massive subterranean lake about a few miles or so away from the cliffside. These pipes and pumps are so old, that much of the water has leaked over this distance, creating a vast, steamy marsh near the well-head. This marsh gradually thins out to forest, then scrub brush, then it turns into the strange cold red desert of the interior.

Because of a book I recently purchased, I'm making a few small mechanical tweaks -- and I'm completely reinventing the magic system, borrowing from the Open Content library again. Incantations are the only form of magic now, and Sanity does make an appearance after all.

Despite these recent changes, the rest of the material I've developed so far still works, though, so I'm clear to continue developing via the Dungeoncraft methodology. The topic for today is non-player characters. NPCs are important, because they are often the only good way the GM can "dump" information on the PCs. They can also help set the tone and mood for the game, and allow the GM to have a real voice in the campaign. There are four things that NPCs can (and should) do, and then I'll talk very briefly about a few NPC's in Dark· Heritage and what they do in the framework of these four points of Ray's.

(1). Provide the Players with Exposition.

As discussed earlier, NPCs are valuable as a discreet and believable (and more interesting than reams of handouts) method of giving the players information about the setting. No matter what question the PCs may have, there's probably someone in the setting that can answer it. How did the world come to be shattered? How did that shadowy Undead creature that's been murdering citizens in Upper Razina get here, and how do we get rid of it? What lies in the lowest levels of the Night Realm? Where is the fabled and dreaded plateau of Leng?

All of those questions probably have quite obscure answers, though -- the shattering of the world is probably only known to the most reclusive and possibly insane of sages and scholars, and the best person to tell you about the Undead is the mad necromancer who summoned or created it. Only the bravest and stoutest of adventurers may speak of the lowest reaches of the Night Realm or the blasphemous plateau of Leng. It's the PC's jobs to figure out how to get that information from them.

For every major NPC you create, you should be thinking about what he or she knows, how that might be useful to the PCs, and how they might go about getting that information from them. It might be as simple as asking, or it might not. The NPC may require some big favor or even a quest before he answers the questions the PCs have, or they may simply need to be outwitted or intimidated. There may even be a few who are designed to offer information to the PCs even if they are apparently trying to avoid taking it! Wandering prophetic beggars might be a good example of just such an NPC. It's also a good idea to make the information from NPCs be subtle -- don't come right out and tell the PCs what they need to know, hint at it, make them have to figure out what the NPC's sayings actually mean from a practical standpoint.

There's a few hints for how to string your PCs along a little bit, challenge them somewhat, and make them feel rewarded for figuring out what to make of this information. Always make the hints be somewhat subtle in one way or another. Either the information is a little difficult to find, or if it comes for free, it's difficult to interpret. You don't want to go overboard, and keep an eye on your players to make sure they're not getting frustrated because they don't know what to do. By the same token, don't hit them with proverbial 2x4s telling them exactly what to do either; give them hints, give them potential avenues to follow, and let them decide how and on what terms they will pursue those avenues. Also be aware of certain roleplaying conventions. If someone comes up to the PCs and starts telling them something that sounds outrageous, the players will likely take that person seriously and believe everything they say, in spite of the fact that their PCs probably wouldn't in real life. The convention is, "the GM is obviously trying to tell me something here" by making a minor scene out of something that would otherwise seem very pedestrian and would be ignored. Occasionally throw these conventions for a loop by putting red herrings in front of the PCs. Sometimes the crazy old man in the street really is just a crazy old man who doesn't know what he's talking about. Sometimes the NPCs actually don't know anything, even though they may act like they do.

This is a tricky line to walk -- you don't want to lead the PCs down endless dead-ends, but having NPCs that are more like real people, occasionally fallible with the information they give the PCs (of course, until they find out otherwise) makes the campaign setting more real.

(2). Offer the PCs Services and Tactical Options.

Even in the most paranoid and political of games, there have to be NPCs that can help the PCs either by offering them something they don't have access to, or by offering them the ability to do something they otherwise wouldn't. A high(ish) level cleric who can heal the PCs when they come limping back into town is the classic example of this, or the sage or wizard that can identify a mysterious magical item. It might even be something as simple as the blacksmith that can make a masterwork weapon for a PC, or a salesman who can provide an exotic animal or spell component, or other such story item.

This should be handled suitably subtlely as well; if the PCs need to have an antidote for the poison of some foul creature, they need to know that the old hermit who lives in the swamp is an expert herbalist and hedge doctor that can treat poisons. And it helps if they already know this from a subtle clue before hand, rather than feel like the GM is simply telling them what to do. If the old hermit is seen in town advising, or better yet, administering an antidote, to someone else the PCs know a few sessions before they need to use his services, the players will feel quite clever for remembering him, but if you have to tell them, "hey, there's a guy outside of town that might be able to help you," they'll feel led by the nose.

(3). Propel the PCs into Adventures.

Naturally, NPCs give the PCs reasons to do things. They might have something about them that just begs to be investigated, or they might talk about potential threats or opportunites that the PCs naturally see as adventure seeds. There are three tried and true methods of doing this, and they should probably be mixed up from time to time for maximum effect.

  1. The first is to create NPCs that the PCs care about, and then threaten them somehow. It's been my experience that this usually works; if their friendly landlord's son is kidnapped, or his wife accused of witchcraft, the PCs often take it upon themselves to "make things right" for him. However, I've also had plenty of players who's PCs were stone-cold heartless mercenaries who wanted to know what was in it for them first. You'll have to be the judge of your PCs' attitudes in this regard and make the judgement call accordingly.
  2. An NPC who hires the PCs to do something is another classic method. The only problem, as Ray sees it, is that you want the PCs to undertake adventures on their own volition, not because you create NPCs that are conveniently dragging them along into whatever you as the DM have prepared. I think Ray overestimates to what extent this makes it seems as if the GM is telling the PCs what to do and un-empowering the players, but it is something to keep in mind. This is probably most effective at the beginning of a campaign when the PCs haven't yet put down roots in the setting, established fully-fleshed out motivations, or had other reasons to really get involved yet.
  3. Create an NPC that is an obvious rival to the PCs, and they'll want to thwart him on principle. Another way to make this extremely effective is to first introduce the PC as a friend first, and then after some time show his true colors. This is even more effective if you can hold off on your big revelation for as long as you can -- the players sense of having been betrayed and cheated by this NPC will be all the stronger if they assume he's they're friend for a longer amount of time. And I've never seen a more motivated player than one who feels his PC was betrayed or cheated by another NPC.

(4.) Create Atmosphere

NPCs can help set the mood as well, when needed. A comic relief character who can turn up when the night is too serious, or a somber and dour fellow who can bring the PCs down to earth if they're having a goofy night can be important, as long as they're not overused. Along the same lines, NPCs can help establish cultural and racial hooks. If the elves in your campaign have a different attitude in some regard than the standard "hippy snob" elf, then an elf that exemplifies these differences, to showcase to the players what they're like, is crucial to get some setting atmosphere across.


So, let's apply those principles to the Dark Heritage setting briefly, then I can type up some tips for instant NPCs that have character and seem full and fleshed out. On day 8, I identified two NPCs, Gauvain of the Inquisition, and his sister Alainna who is a sorceress. Right off the bat, Gauvain has done several of the NPC tasks already in my campaign, he's provided the PCs with some exposition on the state of Razina (he met them on the way into town), he propelled the PCs into adventure by hiring them to freelance for him on a difficult assignment to find a missing spellbook and it's dark abductor, and he's provided services and tactical options by giving them a safehouse within the city, complete with a personal assistant (who conveniently enough is an accomplished student of the medical arts as well) and setting them up with any gear they needed. Much later on, the PCs will discover that Gauvain is in league with dark powers -- he wants the book himself, not to protect the city as he claims, but so that he and Alainna can enact the ritual that will make them immortal. His ultimate goal is to challenge the High Lord Imperator himself for rulership of Cassant, although that goal is a long way off. My hope is that this betrayal will motivate the PCs to make sure he goes down.

Alainna, on the other hand, has been the quieter partner so far. She will also propel the PCs into adventure due to her nature as a sorceress; I can already envision her extending invitations to the PCs to visit High Lord Hereric's young wife's illicit occult parties, getting in some trouble herself for embarassing occult items found in her possession, or otherwise involving the PCs in the darker side of Razina society. She also can help the PCs by providing all kinds of exposition about Razina, by casting the occasional friendly spell, or helping the PCs to learn spellcasting themselves (which, although illegal, I naturally have several PCs interested in seeing what they can learn.)


Next update we'll explore some more facets of using NPCs, and making them memorable, but first, as promised, here's a quick guide to instant NPCs.

  • Nothing makes an NPC seem more faceless and unimportant than not having a name. Before each session, I always make sure I've got a list with me of about a dozen names that I've devised according to whatever naming conventions I've decided on for my campaign. When the PCs meet someone, pick a name from this list, cross it off, and be sure to note later who the name attached to in case the PCs meet him again. Each session, I refresh my list by replacing used names with more names, just to make sure I have enough.
  • If the PCs will spend more time with the NPC than just asking a question or two, you might want to do something to make the NPC seem a little more memorable; a quirk or unique trait. We'll discuss this next time in more detail for your NPCs that you know you're going to be using regularly, but making up a quick list of traits and then applying them to your instand NPCs can help to bring them to life as well. Here's a little sample list of ideas:
    • hunched posture
    • military-straight posture
    • always has arms crossed
    • always has hands in his pockets
    • distinctive tattoo
    • distinctive scars
    • unusual hair or eye color
    • missing teeth
    • distinctively shaped features (big, sloping forehead, large ears, frog-like eyes, etc.)
    • hairy/bald
    • obese or over-thin
    • stutter
    • nasal voice
    • inappropriate use of jargon or slang
    • distinctive accent


Copyright © 2003, 2004 Joshua Dyal
jdyal@wowway.com