- No one in the world has a good gauge of whether or not they're funny. It's something you can't know about yourself. Forget that nonsense.
- You're playing with your friends in most cases. Your friends are the people in the world who are likeliest to find your hilarious. Go with it.
- You don't have to think of whole jokes by yourself. You're just going to be responding to your friends in the moment. Try something silly to surprise them--it won't be bad.
This is a site where I publish tips for GMing and playing tabletop games, resources for GMs, original one-shots, campaign notes, homebrew details, and much more. There's over 250 guides, games, and articles as well as full campaign recaps and philosophy of gaming, so take a look around and get ready to step up your game!
Tuesday, June 14, 2022
How to Create Likable NPCs
Tuesday, May 18, 2021
List of Villain Ideas
Not every campaign has to have a villain, but most do. And those that do need a compelling villain--their actions are what drives the story, after all. Thanks to thousands of years of human storytelling, we've seen just about every villain that might exist, in fiction at least. Coming up with an interesting hook for your villain is a key part of planning for your campaign. So I've created a list of 15 Big Bad Evil Gals/Guys (BBEGs) that can add an interesting dimension to your game.
The list below is partially composed of BBEGs I have run in the past, but is composed mostly of new ideas specially created for this list. I'm including enough basic information to be able to extrapolate a campaign with; if you want resources on how to do that, look no further. But if like me, you prefer to do it yourself, here are some ideas to get you started.
- The Anarchist Royal: This member of the royal family of a burgeoning kingdom (I opted for princess) has learned about anarchy and grown to resent their family's power over their subjects. They have designed a way to destroy the kingdom from within. Their end goal is to destroy all possibility of the kingdom continuing and make efforts if possible to incite the people to rise up. I had my version of this BBEG commit to her ideals so much that she intended to die with the rest of her family to break the royal lineage. You might have this BBEG look to the party for help and not explain what their motives are, revealing their true intentions as a twist later in the campaign. The party will have to deal with investigation of conspiracies, diplomatic interactions, stealthy maneuvers, and a range of political questions about the storyline.
- The Artifact Collector: This studious BBEG may not even be evil in your campaign; the idea is simply that a specific person has uncovered information that that suggests a powerful artifact is hidden in some way. They have become so obsessed with the artifact that they will sacrifice anything to get it. Their end goal is to collect the artifact and be the first to use its power. In my version of this BBEG, the collection of the artifact was preceded by finding a series of related artifacts with clues that led from one to the next. Your players might race to collect the artifact before the BBEG can, or they may oppose them in some other way. The powers of the artifact may be why the BBEG is seeking it, or its powers may be a mystery and all they know is that it is highly powerful. The BBEG should be cunning and try to sabotage the player characters. The party will have to deal with discovering lore, tracking the BBEG, solving riddles, completing dungeons, and dealing with powerful magical forces.
- The Angry God: This god or demigod's agenda has been disrupted by the player characters. They are furious about this and want to punish the player characters for their meddling in divine plans. This BBEG's range of abilities makes them both formidable and interesting as an enemy, and discovering ways to get the upper hand on them will be a big part of dealing with this BBEG. Their end goal is to make their plan happen, and to rage against anything that gets in their way. In my version of the BBEG, I had an iteration of Gruumsh demand that the player characters help him and torture them when they didn't immediately do so; although I didn't initially intend this god character to be the overarching BBEG of the campaign, he was so persistently evil that my players loved to hate him. This BBEG should be intimidating and show off the lore about gods in your world. The party will have to deal with learning about the gods, dabbling with magic, protecting themselves from the divine, looking for allyship with other powerful beings, and using charismatic skills to deal with the BBEG.
- The Necromancer Commander: This powerful necromancer has developed a spell which changes the stakes of violence in-game--they have cursed the player characters, and any living humanoid they kill will be instantly raised as an undead warrior. Now the players cannot freely kill anyone or face the necromancer's wrath. They have designs to cast this spell on other powerful people in the world in order to build an army. They may even be working on an amplifying spell that would make the effect target all people. Their end goal is to conquer as much of the world as possible using their undead army. I suggest making the undead warriors that rise from killed people significantly more powerful than the person who died: the undead should have roughly 1.5x the killed person's abilities, but you could go as high as 2x if you wanted a more difficult and tense game. The party will have to deal with tense combat, strategic decisions about tactics, learning how to counter the necromancer's spells, protecting NPCs, and gathering abilities to better combat the undead.
- The Veteran Who Hasn't Moved On: This ex-soldier once fought in a conflict that changed them. They lost the war, but that didn't mean the war ended for this BBEG. They're bent on going out and single-handedly winning it now. Inspired by my homebrew world's Magic War, this BBEG uses their skills as a soldier to wage guerilla warfare against those they perceive as enemies. Their agenda depends on what their war was fought over; in mine, the war was about whether magic should be free, regulated, or abolished (the free advocates won), and so in my world this BBEG would be an old abolishment soldier who's striking against prominent magic users in their community. Their end goal should be an escalating series of attacks that culminate in some important public figure, as part of their agenda is making a public statement. I suggest making this BBEG a stealthy one so that part of the story can be your players discovering their identity and tracking them. To that end, the party will deal with investigation, tracking, interviewing witnesses, learning about the conflict the BBEG served in, and tense surprise combat.
- The Beastmaster: This BBEG can come from a variety of backgrounds: Druid, Ranger, Wizard/Sorcerer/Warlock to being with, but anyone who has learned some magic will work. This BBEG has mastered the ability to control animals. They can turn mundane animals into frightening creatures and convince even familiars to join their cause. Their end goal is to command an army and give animals dominion over humanoids. This BBEG may be aggressive and attack settlements where animals are harness for work, or they may be quietly massing an army of creatures somewhere out in the wilderness. Fighting with the Beastmaster means also fighting an array of controlled animals. The party will have to deal with natural magic, an array of transforming enemies, the ethics of killing controlled animals, and fighting to keep their animal companions by their sides.
- The Knowledge Eraser: This BBEG may be deranged or simply bent on an extreme idea; in any case, they seek to destroy stores of knowledge all over the land. I suggest using a magic user for this BBEG, which would allow them to cast fire spells to destroy entire libraries. They strike first at local libraries, targeting unique texts, and work their way up to the greatest stores of knowledge in the world. Their end goal is to free humanity from its undue reverence for history by destroying any trace of it. They might also focus on magical texts as an effort to reduce the potential of spellcasters. The party may be enlisted by civic authorities to investigate the destructions of texts, or they may encounter the BBEG themselves while dealing with texts. The party will deal with the various lore of your world, discussions of the value of historical records, investigating an elusive person, speaking with experts about the lost information, and learning about the different cultures in your world.
- The Mad Scientist: This inventor character can be whatever interpretation of a mad scientist you prefer, but here's my version. This BBEG has spent their life tinkering with gadgets and gizmos and has had a revelation: their inventions could change the world. But their attempts to promote their inventions haven't worked, and now they intend to convince the world of their genius by force. Their end goal is to punish those who underestimated them, attain renown, and implement their inventions in society. The exact nature of this BBEG's inventions is up for grabs. I opt for someone who specializes in mechanical clockwork devices, who has a collection of intimidating homunculi to use in combat. These handy devices can hold the party off while the BBEG escapes for another encounter pretty easily. You can also justify pretty much any invention you like to push the story along by using fantasy logic. The party will deal with interesting combats, a variety of strange ideas, gauging the public awareness, questions about the validity of the BBEG's inventions, and lots of appearances from the BBEG's homunculi.
- The Corrupt Official: This character holds a position in government and appears to be an upstanding member of the law. But secretly, they are corrupt to the core. They siphon official funds, they pull strings to get favors, they control people through their rank--and it's damaging the settlement they govern. Discovering the source of the corruption could be the core of the campaign, but you could also choose an openly corrupt official who's hard to get to for your BBEG. You can choose a smaller town if the atmosphere of fewer people being more directly impacted works better for your story, or a larger city if you want to really focus on the mystery of the corruption. Their end goal might simply be to amass wealth and power, or they may have a more concentrated agenda like obtaining a higher post or running competitors out of town or business. This is a more storytelling/roleplaying campaign, but you could add some combat by having the BBEG hire mercenaries to fight the party. The party will deal with political intrigue, investigating the government, the experiences of the common people in town, questions about what to do to fix the government, and lots of opportunity to portray a truly slimy BBEG.
- The Reclaimer: This character began as a very normal person, but they suffered a great loss and prayed for help. They received a blessing from their god and became instantly powerful, and their god tasked them with reclaiming a lost temple. That temple now lies at the heart of a thriving city that now uses the temple to worship a different god. Their end goal is to destroy the heathens who profaned the temple and reestablish the worship of their god. This BBEG has a very different flavor depending on which god you choose for them: an evil god means fighting against hatred and injustice; a good god means that the repurposed temple in the city has been diminished (but if the party is evil, it would function as normal); a neutral god makes the whole question of reclaiming the temple much more of a debate. As with others on this list, this BBEG may begin as an ally or questgiver, only to reveal the truth of their mission only after the party has cooperated. The party will deal with questions of morality, navigation of both dangerous and highly populated areas, learning lore of the gods in your world, fighting a variety of divine creatures, and negotiation with the gods.
- The Ultimate Planner: This character can come from any background, but they are remarkable for their intelligence, foresight, and practicality. Whatever happens, they have already foreseen it and prepared accordingly--they are never taken off guard. In terms of actual presence in the game, the players should always be able to approach this BBEG, but will always be foiled by a last-minute action that required planning in advance. Your players storm in and cut off all the exits? This BBEG has installed a trapdoor that leads to a tunnel and their escape. You'll keep your BBEG one step ahead of the players until the finale, when they critically miscalculate and the players triumph. Their end goal can be flexible, but by way of example that honors the planning skills of the BBEG, let's say that they want to use their judgment to maximize everyone else's life, effectively dictating their actions and erasing free will, which the BBEG doesn't see as a problem because efficiency is more important. The party will deal with trying to get a step ahead, anticipating the BBEG's actions, questions about free will, lots of planning of their own, and plenty of surprises from the BBEG's plans.
- The Mistaken Medium: This character has made a living from their magical ability to discern things that cannot be seen. They often read fortunes and foretell their clients' challenges. They have seen a striking vision of a world that terrifies them: they believe an important public figure (perhaps the leader of a settlement) will cause the apocalypse with a future decision. They become bent on stopping this from happening, and at any cost. Their end goal is to prevent the world ending by assassinating this figure. The party might catch onto this BBEG's actions when the BBEG kills someone close to the leader in an effort to derail them; investigating the murder leads to the BBEG's trail. This BBEG might be able to predict the party's coming for them or may use their gifts to intimidate the party. They may also share their visions in order to convince the party they are helping. The party will deal with omens of the apocalypse, protecting a public figure, investigating the BBEG's trail, questions of fate, and whether the party believes the BBEG.
- The Urban Terrorist: This character lives in a big city and has been run down by city life. Think of the main characters from movies like Taxi Driver and Falling Down, people who have gone rotten and lash out violently. This BBEG is filled with hatred and they take it out on the signs of decay around them. Their actions may still be percolating by getting into bar fights intending to kill someone, and they may have moved onto more devious actions like poisoning the water supply or burning down buildings with people inside. Their end goal is murky even to themselves--they only know that they will feel even worse if they don't destroy something or someone. The biggest struggle in dealing with this BBEG is in finding them in the sprawling city and being able to tie them to their crimes. The party may be contacted by city officials looking for help or may chance upon the site of one one of the BBEG's attacks. The party will deal with doing dangerous work surrounded by bystanders, questions of morality, depictions of rough city life, tracking work, and grappling with meaningless violence.
- The Specimen Collector: This depraved individual has ceased to consider themselves a part of humanity; in their minds, they are a god among humanoids. But their interest in the lower forms of life around them has driven them even madder. This BBEG is on a quest to catalog the differences between individual humanoids, and they do so by capturing people, experimenting on them, and preserving the body for a grand display of their work. Their end goal is to have incontrovertible evidence of their theories about anatomy and biology, and they crave the approval of a particular expert on genealogy. The party's time with this BBEG may begin when the first few people get abducted by the BBEG, or it may be when the expert on genealogy is contacted by the BBEG--their disgust at the BBEG's work inspires them to contact the party for help. The party will deal with disturbing scenes of experimentation, learning about the game's lore for the different races, questions of scientific ethics, anticipating the moves of a deranged person, and investigating disappearances and murders.
- The Harbinger: This individual was raised in a highly religious household and came to fear their god. In my world, this would fit well with the Dalton Church of Pelor, a dark version of the sun god who requires sacrifices to rise each morning. This BBEG, after being raised in such a dark and disturbing worldview, has lost sight of reality. They believe that the animal sacrifices are no longer enough to satisfy the hungry sun, and they commit to sacrificing one humanoid each day. Their end goal is to preserve the earth by indefinitely sacrificing people. This makes this BBEG especially committed to their goal. Dealing with this BBEG means that the party will be investigating a string of disappearances or murders; you could also have the party see the BBEG kill someone and get away and have the party learn about the extent of the crimes as they investigate. This BBEG might have been killing people for only a day or two before someone catches on, but you might also decide he's been at it for a month before people in the busy city really notice. The party will deal with investigation of disappearances and murder, religious lore from your world, questions about belief, disturbing scenes of the sacrificial church, and the potential for involvement from the gods in your world.
Friday, April 2, 2021
The Wheel of Voices
It is a time-honored tradition in TRPGs to do character voices. Not every player or even every game includes them, but a classic trope of roleplaying games is the GM who has a different voice for every NPC. It's not necessary for the game, but it does help people get into the story and the roleplaying. But coming up with the voices is a creative process that can take time you don't have in the middle of a game. Might I recommend the following table of accents for your game? Simply roll a d100 and you have a specific voice quirk to embody with any NPC.
Before I go further, let me preemptively respond to something that many GMs out there are likely to be thinking. "But I can't do good voices! My accents are terrible!" Not to worry, I promise. A bad accent is still more interesting than your normal talking voice. If you're worried about preserving a serious spirit that won't be broken up by a silly voice, use only the ones you're confident in for more serious characters and let that random barkeep have a silly voice. Trust me, your players will appreciate you making the effort to spice up the game--so go ahead and dive into the voices, and watch your players crack up in your gameworld.
A note before delving into the table itself: I think that whether you are running a world with silly shenanigans or one with dead-serious reality, accents are important. Think about it from a world-building perspective. You have created a big old world with cities and people and cultures and all manner of details. Doesn't it make sense that there are different accents? Shouldn't a dwarf who was born and raised in the dwarven capital sound different when talking from a half-elf who grew up in a gnomish city but spent most of their life in the orcish capital? You can use accents to distinguish your NPCs with relatively little effort, and it will make your gameworld seem a much richer place. To do this, develop an accent for each race or major city (or both). You don't need to create an accent; simply selecting a regional accent you're pretty confident in (or not, depending on your style) will be good enough to represent your world.
So now the actual table! I have selected various speech quirks, including regional accents, voice descriptors, speech quirks, and a few celebrity impressions. I recommend swapping these impressions out with ones you're comfortable with. The goal, though, is to be distinctive. And of course you can always just pick a descriptor or fudge your roll if it comes up in a way that complicates your plans. But for an average NPC, any voice will do. So grab a d100 and see what your NPC sounds like.1-3. Underhar (dwarven capital) accent: Scottish
4-6. Mishara (elven capital) accent: French
7-9. Curagon (halfling capital) accent: English
10-12. Vestry (gnomish capital) accent: Irish
13-15. New Dalton (one human bloodline's capital): New Yorker
16-18. Grob (orcish capital) accent: Eastern European
19-21. Faninite (other human bloodline) accent: American Midwest
22-24. Torga (dwarven, orcish, and human city) accent: Bostonian
25-27. Talon Gorge (human, gnomish, and elven city) accent: Austrailian
28-30. Ringsdale (human, orcish, and gnomish city) accent: German
31-33. Finiel (elven and halfling city) accent: Russian
34-36. Faking an accent (roll a d12 and select from the above 11 accents to fake; a 12 means roll again)
37. Nasal
38. Breathy
39. About to cry
40. Croaking
41. Monotone
42. Gravelly
43. Guttural
44. High-pitched
45. Low-pitched
46. Hoarse
47. Husky
48. Quiet
49. Shrill
50. Singsong
51. Soft
52. Tense
53. Unsteady
54. Childish
55. Falsetto
56. Very deep
57. Airy
58. Barking
59. Drawling
60. Squeaky
61. Joyful
62. Booming
63. Old West accent
64. Nicolas Cage (or your preferred impression)
65. Gilbert Gottfried (or your preferred impression)
66. Sean Connery (or your preferred impression)
67. George Bush (or your preferred impression)
68. John Oliver (or your preferred impression)
69. Mark Wahlberg (or your preferred impression)
70. Jeff Goldblum (or your preferred impression)
71. Owen Wilson (or your preferred impression)
72. Tracy Jordan (from 30 Rock) (or your preferred impression)
73. Harry Caray (or your preferred impression)
74. Jon Lovitz (or your preferred impression)
75. Speaks in the 3rd person
76. Misuses words
77. Constantly interrupts
78. Compulsive liar
79. Corrects slang
80. Speaks from the corner of their mouth
81. Uses big words
82. Uses pet names
83. Constantly uses adages
84. Easily distracted
85. Takes everything literally
86. Argues semantics
87. Constantly uses metaphors
88. Incredibly obscene
89. Stutters
90. Slurs speech
91. Voice cracks
92. Vague descriptions
93. Rhymes names with nonsense words
94. Overuses the word "weasel"
95. Has no sense of volume control
96. Refers constantly to events in history
97. Laughs while speaking often
98. Confrontational
99. Answers questions with questions
100. Matter-of-fact
That's the table; I hope you can use it to spice up your game. Again, feel free to fudge rolls and substitute voices. And since there are four different types of voices here (voice descriptions, speech descriptions, accents, and impressions), you don't really need to be able to do almost 100 unique voices--you're really just taking a detail or two into consideration when you inhabit an NPC. Good luck with the voices!
Coming soon: how to keep your game balanced, how to help players find their fun, and what works (and what doesn't) when you're trying to tell a grand story. Until next time, happy gaming!
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Tuesday, March 9, 2021
Taverns and Barkeeps Reference
The tavern is a classic standby for Dungeons & Dragons. Many adventures begin in taverns, and taverns are the most reliable place for adventurers to hold themselves over between adventures. The bottom line is, you're going to have your party end up in a tavern eventually, and that's just the way that it is. But taverns are colorful, noisy places, and each one has the potential to be a unique experience. By characterizing a tavern in particular, you open the possibility that players will want to return to those specific taverns they enjoyed.
But it can be a lot of work to improvise an entire tavern. Much in the same way as with NPCs, it's helpful to have a list to roll for and just have a premade tavern. So below I've posted an expansion of a list I use, which includes a variety of information to make it simple to drop these taverns into your gameworld. Use these taverns to add some flavor to the party's pit stops and meal times, and focus on the big picture stuff instead of grasping for tavern details. Roll a d100 and subtract 50 if your roll is over 50. The information is presented as [Tavern Name] - [Barkeep Name] - [Quality of Food and Drink] - [Unique Trait].
- The Rusty Blowhorn - Horton Darkwater - Average food, good drink - Daily arm-wrestling competition, reigning champ is Charlie Breakneck
- Hardiman's - Deena Hardiman - Good food, average drink - Deena and all the other employees are a troupe of performers
- Home Away from Home - Irisil Lennox - Great food, good drink - Irisil is doting and motherly to all patrons, asking personal questions and offering advice and support
- The Drunken Bell - Jacob Ivorykeys - Good food, great drink - A favorite hangout for hunters and trappers, who are suspicious of non-hunter/trappers
- Galvin and Dobbs' - Galvin Hunnam and Nick Dobbs - Average food, great drink - Galvin and Dobbs have a slightly antagonistic relationship and prank each other while working
- Parsons' Creek Brewers - June Ingersoll - Good food, fantastic drink - These human brewers are obsessed with quality; their prices are somewhat high, but well worth it for the product
- Sebastian Cliffracer's Tavern - Sebastian Cliffracer - Good food, good drink - Sebastian is an ex-adventurer who tells tall tales about his glory days to any patron who will listen
- The Knotty Sycamore - Heidi Golddew - Average food, great drink - The go-to hangout for law enforcers in the settlement
- The Open Door - Freddy Cillinel - Good food, great drink - A hangout spot for local Thieves' Guild members, including Freddy's role as a fence
- Dragonbrew - Victor Marblesmasher - Great food, fantastic drink - Known for its hearty dwarven comfort food and "Dragon Ale," a heavy brew of dwarven ale and spices known for its alcohol content
- The Feirmor Standard - Dez Winnow - Fantastic food, great drink - This large diner and bar is known for its quality food of all cuisines and its sizable stage, where nightly shows take place
- Oats and Water - Florence Teakettle - Average food, bad drink - This tavern caters to travelers with a naturalist perspective; the food are drink are nutritious but not very tasty
- The Lucky Lady - Gwenivere Xallia - Good food, average drink - Regular customer Bryce Callithur plays a running game of the card game Three Dragon Ante, hustling unsuspecting patrons
- Bastard Bill's - Bill Durberry - Average food, fantastic drink - Bill himself is very confrontational and strikes up arguments with customers over anything he can manage
- Zoopillio - Flick Dominio - Good food, good drink - This bizarre gnomish bar has walls adorned by mechanical devices and blueprints, and Flick can be seen trying out a mechanical employee
- The Morning Tides - Grimla Thanadew - Fantastic food, great drink - This restaurant is built in a circle around a stage which hosts alternative music performances regularly
- Chapter Nine - Victoria Redland - Good food, great drink - This bar is an addition on to a public library; the menu focuses on fine wines
- The Victor's Circle - Vincent Agincort - Good food, fantastic drink - This bar is always introducing new drinks and holding daily contests for the most popular beverages
- It Wasn't the Best Idea - Jurk Drent - Good food, average drink - Jurk is obscene and irritable, and he complains to anyone who will listen that his bar was supposed to be named something filthy but the signmaker refused
- Quittin' Time - Nusk Wrelt - Great food, great drink - This tavern is a standard hangout for hard larborers, especially orcs and humans
- The Night Haunt - Helga Wide-eyes - Good food, great drink - This spooky, macabre tavern is run by fortune-teller Helga, who tries to foresee the future of her patrons
- Grob - Serk Cranet - Great food, average drink - This tavern, named for the island homeland of the orcs, is home to orcish people and frequent wrestling competitions
- Ribskibildon - Mildy Doublescoop - Great food, good drink - This gnomish bar is decorated with flying devices, from personal helicopters to makeshift biplanes
- The Unicorn's Advice - Flien Fillien - Fantastic food, great drink - This upscale elven tavern is named for an elven saying "The unicorn's advice is not given but bestowed"; employees are known for upselling the patrons
- Hector's - Hector Jaskins - Good food, great drink - The tavern is in the process of being robbed when the player characters enter; Hector is bound in the back of the bar and will reward the party with free drinks if they rescue him
- Joy in a Tankard - Francis Stumpsplitter - Average food, fantastic drink - This tavern is dominated by dwarven brewing and offers a special "Dwarven Heritage Ale"; the tavern's name comes from the dwarven saying "Wise men find joy in a tankard"
- The Exiled Fox - Gloria Cleanblade - Fantastic food, great drink - No menus exist in this tavern; the chef, Linda Cutbone, interviews the patron and crafts a custom dish for each person
- Atir Brewery - Erosile Doherty - Great food, average drink - This tavern, named for a half-even city, is run by a married couple; half-elf Erosile handles bartending and orders and her husband Daniel cooks; they are openly affectionate and have creative names for each order
- Your Favorite Chair - Phillip Triskil - Good food, great drink - While most taverns have the cheapest seating available, this tavern features oversized armchairs in a variety of sizes throughout the bar
- The Xenolith - Ed Mill - Average food, fantastic drink - Brothers Ed and Eli are master distillers and can make excellent versions of any distilled beverage; they named their tavern after the demigod said to cause earthquakes
- Westunder's - John Westunder - Great food, great drink - Bartender John is rapid-talking, silly, and comically confrontational; he wants to entertain his patrons and parades around the tavern making scenes for everyone's amusement
- The Rattling Die - Reggie Strawbale - Average food, bad drink - This tavern is an absolute dive bar complete with graffiti on the walls and a curious odor; another patron throws up when the players arrive
- Firebreath's - Tina Crenshaw - Bad food, fantastic drink - Tina is an intermediate spellcaster who enchants each drink with a harmless effect, such as the consumer's skin turns blue for one minute or the consumer becomes one foot shorter until the drink is finished
- The White Rose - Gordon Amperville - Good food, average drink - Gordon is a heavy alcoholic who guzzles booze between taking orders and often makes mistakes because of his inebriation
- Breezefield - Maude Whistle - Great food, average drink - This tavern is decorated with enormous pots of flowers everywhere, spreading pleasing colors and scents across the tavern
- The Bar Without a Face - Linda Winnow - Good food, great drink - This tavern does not have a wall on the front of the building, giving the entire tavern the impression of being a patio bar; things get a little rowdy here with the lack of boundaries
- The Empty Dipper - Peter Nevermore - Average food, average drink - This tavern is overrun with the poor of the town as its prices are extremely low; the decor reflects the focus on cheap production
- Olidammara's Kitchen - Rudy Freehand - Fantastic food, great drink - This relatively upscale tavern employs innovative ways of cooking, boasting a flash-roasted boar, creamed vegetable pie, and twice-baked bread, among others
- Prayers and Nook - Blaine Hugo - Average food, good drink - This tavern dedicates half of its real estate to being a mid-range tavern and half of its space to being a mid-range brothel; it offers one sex worker of every category to satisfy demands
- Hollop Central - Williel Prosperity - Good food, fantastic drink - This elven tavern focuses on the elven drink hollop, a drink distilled of an elven root vegetable; many patrons are regulars for the fine beverage in all its varieties
- The Kingdom - Deerka Pellisonger - Good food, good drink - This tavern employs carefully trained enchanted animals to staff the business; patrons may have their order taken by Spot the labrador, their drink made by Lonnie the moose, and their food made by Lightfoot the wolf
- Yesterday - Luther Ritter - Great food, good drink - This tavern is decorated in fashions long since passed and is home to a stage where musicians can play the hits of years passed
- The Carved Skullplate - Gromor Alk - Good food, great drink - Each table of this tavern has a humanoid skull, each intricately carved with astronomical symbols, fixed in the center of the table as decoration; Gromor is unwilling to divulge where the skulls came from
- Roadside Relaxation - Nolan Knotfort - Great food, average drink - This tavern doubles as an inn with above-average treatment for travelers, including hot baths, breakfast buffet, and quarters for mounts
- First Snow - Hammond Howard - Good food, good drink - Hammond recently recovered from a bandit attack and is still on crutches; he offers the party payment if they will track down the bandits and exact justice
- The Curse - Jenny Peafeather - Great food, great drink - Jenny jokes with her customers that eating here will cause a curse where other taverns will never be as enjoyable again; she plays this joke up no matter how patrons react
- The Scraps - Jade Ollintree - Fantastic food, great drink - Jade specializes in soul food and publicly announces that her ingredients are subpar, but the result is always incredible; sample dishes include rat stew and chicken gizzards
- Chivalry - Derek Hammersmith - Good food, great drink - Before being allowed into the tavern, patrons must recount a good deed they have performed in the last week; bouncer Pluck Frunk judges whether the patrons are good enough to enter
- The Caged Bird - Yancy Bigstocking - Average food, great drink - Inside the tavern, at the center of the room, is a massive cage with a parrot inside; the parrot has plenty of room to move around and yells profanities at patrons
- The Slow Pocketwatch - Orson Huxley - Fantastic food, great drinks - Orson warns patrons that meals take extra long here as chef Bryson Deerfellow is thorough; to accommodate patrons, he offers the patrons' second drink at half price
Bad food: Skirt steak and boiled potatoes, white bread and hard cheese, dried venison and hard tack, roast wild boar and fresh greens, baked salmon and riceBad drink: Basic light ale, human-distilled whiskey, halfling wine, orcish stout, gnomish ginAverage food: Strip steak and mashed potatoes, grilled chicken and brown bread, roasted hare and roasted carrots, grilled trout and roast broccoli, smoked venison and peasAverage drink: Gnomish red ale, elf-distilled whiskey, human wine, halfling stout, orcish vodkaGood food: T-bone steak and creamed corn, roasted veal and roasted potatoes, grilled halibut and spiced cauliflower, fried chicken and fried okra, baked turkey and stuffingGood drink: Elven floral ale, gnome-distilled whiskey, dwarven wine, human stout, orcish rumGreat food: Porterhouse steak and grilled asparagus, pulled pork and garlic mashed potatoes, dried elk and dark bread, baked swan and creamed spinach, grilled red snapper and roasted sweet potato
Great drink: Halfling light ale, orc-distilled whiskey, gnomish wine, dwarven stout, human brandy
Fantastic food: Ribeye steak and mushroom gravy with grilled leeks, roasted pork and corn chowder, bacon and brussel sprouts, grilled tuna and roasted beets, roasted goat and grilled artichokesFantastic drink: Crindlin (halfling distilled drink from the sap of a tree), hollop (elven distilled drink from the vegetable jaswop), dwarven amber ale, dwarf-distilled whiskey, elven wine
Providing a menu for player characters to order may seem like a silly way to spend your time as a DM, but consider this: your job as DM is to fill in details that make the players' experiences more interesting. And as small a token as it is, being allowed to order specific food makes the players happy. You can offer taverns that will short-order cook any meal requested to allow the players to get really creative, or you can use these menus to provide options at a variety of more restricted taverns. And feel free to get granular with the details--substitutions, prices, the personality of the tavernkeeper--all of them will add some color to the otherwise routine experience of going to a tavern.
One final consideration of taverns is how much things cost. This depends on how you've decided money operates in your setting, but I've offered some guidelines that are true in my world and will likely carry over to yours. For reference, I set a single copper piece at the value of a single basic drink and expand from there.
Bad food: 1-3 copper pieces, depending on the quantity of food
Bad drink: 1 copper piece
Average food: 2-4 copper pieces, again depending on the quantity of food
Average drink: 1-2 copper pieces, depending on the establishment
Good food: 3-5 copper pieces, again depending on the quantity of food
Good drink: 2-3 copper pieces, depending on the establishmentGreat food: 4-7 copper pieces, again depending on the quantity of foodGreat drink: 3-4 copper pieces, depending on the establishment
Fantastic food: 5 copper pieces to 1 silver piece (10 copper pieces), again depending on the quantity of foodFantastic drink: 4-8 copper pieces, depending on the establishment
The key with prices is to reflect real world prices: you can eat at a fast food restaurant for a few bucks, but an upscale restaurant will charge you upward of 20 dollars, so a ratio of 1:10 is about right. Similarly, you can get a cheap beer for a few bucks in the right place, but a fancy cocktail will run you 15 bucks in some establishments. Keep in mind that spending big money on food and drinks is something only wealthier characters can manage, so don't have the poor, huddled masses of your city dropping coins in an upscale tavern unless there's a good reason.
Now that I've given you everything you need to drop a tavern in your game, get out there and adventure! A host of unique taverns will be waiting for you when your adventure is over.
Coming soon: how to write with story beats, how and when to fudge rolls, and how to improvise encounters. Until next time, happy gaming!
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Saturday, February 27, 2021
NPC Database
If you're like me, you enjoy coming up with the connective tissue of a story when you're GMing. How do the players get from point A to point B? What challenges arise? What are the details that give these movement life? How does the story represent itself even in the background? I love this part of GMing. It's improvisation mixed with writing, and it's probably what your players find the most compelling. After all, it's these details which are more or less unique to role-playing games. But you can't focus on these kinds of details if you're worried about more small-scale aspects of the game. For me, coming up with NPCs to drop into the world can be fun, but it takes a lot of mental energy I would rather spend on story stuff. So I created a series of lists of NPCs with enough information to be complex and three-dimensional at a glance. I thought I'd share it, as it will be highly useful to GMs who want to focus their creative efforts in other places.
A few notes before the lists: I have fairly specific naming conventions for each race in the standard D&D collection, and you'll notice that I stick with them. If these don't fit your world, of course tweak them to make them fit. But I think most D&D settings can use what I have here. Also, I include the vital information on a character (name, age, race, alignment) as well as personality traits--I use these so that each NPC isn't just a different skin on the same plot-progressing machine. But these are as much jumping-off points as complete characters, so use these however is useful. If they help even a few GMs, I'll be very happy.
Finally, I recommend using dice to select NPCs to drop into situations. You can roll a d8 to select the race of a character (the seven races in the 3.5 Player's Handbook is what I've gone by, with humans accounting for two rolls since I have two distinct bloodlines of humans in my homebrew setting), then a d100 to select an individual name (33 names on each list, so you can convert a roll higher than 33 by subtracting 33 or 66 from your roll to get a usable number--if you get a 100, I suggest using an established NPC). That's a total of 264 characters to work with! Some of the characters I've used from these lists have become major parts of campaigns, and others have been one-time appearances never referred to again. That's fine by me--I just want to have a character to work with without having to come up with them on the spot. So good luck with the lists and your campaigns!
Humans
- Zed Clanton, 65, NE, selfish, aggressive, curious
- Susan Plainview, 18, NG, bold, idealistic, haughty
- Gabriel Herndon, 24, LE, controlling, gregarious, disapproving
- Nancy Painter, 36, LN, patient, ambitious, jokester
- Clarence Porter, 51, NG, reflective, blunt, unsentimental
- Anne Lecky, 40, CG, practical, neat, determined
- Peter Overstreet, 37, N, serious, aloof, inattentive
- Claire Matthews, 43, NE, studious, intellectual, dismissive
- Lorne Nelson, 19, CG, creative, abstract, bizarre
- Catherine Howard, 20, CN, imperturbable, bright, kindly
- Preston Turner, 43, LE, stable, arrogant, determined
- Eva Wyatt, 15, N, protective, spiteful, hypocritical
- Aaron Brown, 45, LE, personable, trusting, temperamental
- Bertha Cooper, 54, LE, private, industrious, slow
- Carmine Dixon, 25, CN, stoic, laid-back, devious
- Della Eckman, 31, LN, thoughtful, conventional, opportunistic
- Ezekiel Ford, 49, CG, innovative, devout, giving
- Frances Gant, 26, NG, perfectionist, extroverted, idealistic
- Gil Huston, 23, LG, innocent, unfortunate, carefree
- Hetty Innsbrook, 61, LE, violent, driven, calculating
- Ira Jeffers, 47, NG, industrious, passionate, serious
- Jen Kimmel, 39, NG, adventurous, insistent, dependable
- Klaus Laird, 32, NE, unyielding, headstrong, dishonest
- Linda Morgan, 45, N, organized, playful, dramatic
- Marcus Nast, 24, NE, shifty, leader, impatient
- Norma Opal, 37, CE, vengeful, irritable, talkative
- Owen Prince, 51, LE, resourceful, creative, noble
- Posie Quarterlane, 36, CG, intense, intuitive, friendly
- Quint Randolph, 12, LN, pointed, curious, outspoken
- Rhonda Skinner, 53, CG, leader, sensitive, warm
- Sid Travers, 33, CN, imaginative, bleak, childish
- Trish Updike, 20, CE, pushy, energetic, reactive
- Ulric Vance, 43, LG, artistic, spiritual, private
- Violet Ware, 11, N, logical, reserved, polite
- Yancy Zorn, 28, LG, systematic, resilient, diligent
- Zora Archer, 59, LN, performative, jealous, philosophical
- Melvin Yamhill, 51, LG, brilliant, guarded, uncertain
- Liddy Brenner, 14, CN, sincere, guilty, outraged
- James Sheffield, 16, CE, perfectionist, greedy, addictive
- Blessing Briscoe, 17, CG, knowledgeable, rebellious, affectionate
- Heidi Trane, 29, CE, forceful, dismissive, sarcastic
- Gunther Lawrence, 32, NG, introverted, self-conscious, contemplative
- Wanda Ewing, 21 NG, faithful, mature, rowdy
- Riley Malone, 9, CN, risk-taker, insecure, charming
- Emmitt White, 40, LN, frenzied, weird, shy
- Ophelia Purdue, 31, LE, secretive, listener, timid
- Marvin Toome, 37, LN, cooperative, observant, respectful
- Harriet Redman, 50, CN, sneaky, argumentative, worried
- William Fortune, 27, N, foolish, friendly, mysterious
- Helen Briggs, 45, CG, industrious, guarded, helpful
- Jason Kline, 60, NG, soft-spoken, humorless, secretive
- Kyra Winnow, 23, LE, snobbish, ignorant, bewildered
- Vanessa Wharton, 54, N, suspicious, careful, dreary
- Chester Harkin, 41, LN, devout, faithful, supportive
- Howard Hyde, 47, LN, attentive, decisive, quiet
- Abigail Turnbuckle, 43, NE, critical, cowardly, nervous
- Donald Connors, 88, LG, serene, empathetic, mindful of simplicity
- Candace "Caddy" Williams, 35, CN, somber, gentle, restless
- Earl Sumner, 46, CE, possessive, irritable, resistant
- Catherine Haskill, 39, CN, adaptable, aloof, brave
- Niles Nelson, 20, CN, entrepreneurial, argumentative, underhanded
- Elliott Swiftblade, 30, NG, adventurous, brave, confident
- Hera Dixon, 38, CE, immature, noisy, sensitive
- Lancaster Beale, 76, LG, helpful, curious, reserved
- Shyla Compson, 26, NG, spontaneous, impertinent, ambitious
- Geraldine Hoffman, 33, N, rebellious, intuitive, loyal
- Davil Prenille, 265, LG, world-weary, skeptical, giving
- Valerica Achilleos, 954, LG, resourceful, principled, dorky
- Hakari Huri, 564, CN, spunky, uninhibited, accepting
- Corbell Sispen, 137, NG, grounded, outspoken, idealistic
- Quarsa Fielt, 145, LN, considerate, competitive, indulgent
- Toniel Gla'asa, 526, N, brilliant, calm, quiet
- Megalla Quintar, 891, CG, protective, faithful, patient
- Achiel Miltari, 194, CN, irreverent, innovative, expressive
- Barim Nustar, 438, CG, realistic, resourceful, joker
- Coriel Ossitar, 271, NG, capable, easy-going, persistent
- Dinoska Pillas, 1007, CE, vengeful, irritable, sly
- Echira Quanisa, 177, CG, practical, neat, determined
- Forihim Ruskinil, 999, NG, friendly, dramatic, adventurous
- Gemila Sappol, 671, LG, bold, self-involved, eager
- Higella Ternala, 190, CE, enthusiastic, restless, harsh
- Illthar Urmar, 185, LG, tentative, cordial, forgiving
- Junym Visyl, 817, NG, guiding, patient, heroic
- Kastra Wymora, 850, CE, selfish, artistic, reckless
- Lorasta Xarkas, 787, CG, strange, absent-minded, loving
- Merwin Yannorin, 654, NG, focused, defiant, confident
- Nyrill Zylora, 874, LE, charismatic, proud, studious
- Othar Arsys, 897, NE, bossy, ignorant, scornful
- Pethana Bresyra, 174, NE, authoritative, systematic, oppressive
- Quandyl Cosbell, 465, CG, impulsive, outgoing, selfless
- Ruthil Derwynn, 763, CN, helpful, outgoing, parental
- Sorildyn Eleris, 1114, CG, dedicated, honorable, optimistic
- Tothali Folwyn, 320, CE, brutal, careless, possessive
- Ulen Gemalkin, 596, NE, petty, disruptive, impractical
- Vascala Hellewin, 954, N, maternal, businesslike, friendly
- Worion Idaro, 890, LN, quiet, timid, dutiful
- Xoala Julastin, 1058, LE, bored, inconsiderate, power-hungry
- Yano Kosandoral, 960, CN, trouble-maker, bold, wacky
- Zaida Lenala, 644, CG, independent, thrill-seeker, capricious
- Webster Xan, 34, N, studious, cautious, driven
- Xillia Yarborough, 339, CG, adventurous, grateful, paternal
- Algar O'Dell, 345, NG, faithful, quiet, solemn
- Dewey Tynellin, 329, NG, cooperative, generous, principled
- Edmund Biriel, 56, CN, mature, absent-minded, calm
- Lynette Adoma, 109, CG, gregarious, inventive, silly
- Gilbert Topperill, 154, CG, curious, procrastinator, temperamental
- Norma Disseel, 184, LN, traditional, curious, reserved
- Fintik Barber, 389, CG, fussy, thoughtful, humble
- Sigil Tanner, 393, LG, ambitious, imaginative, realistic
- Kinta Harmon, 25, CN, honest, hard-working, artistic
- Ivell Cardham, 21, LN, patient, kind, imaginative
- Alles Finch, 152, CG, rebellious, merciful, entrepreneurial
- Uvi Pinetop, 226, LN, cheerful, thoughtful, sly
- Talya Birdsong, 94, CE, insincere, neglectful, clumsy
- Riash Zimmer, 125, CG, headstrong, naive, unlucky
- Tianel Stoutman, 259, CN, creative, open-minded, intuitive
- Gimiel Wortham, 354, NE, spiritual, dissatisfied, distracted
- Haleira Yamhill, 47, CG, elegant, affectionate, leader
- Iljor Ashford, 171, CG, protective, temperamental, logical
- Janet Biquinial, 65, CN, devout, mentor, organized
- Khyrym Coleman, 25, CN, harmonious, principled, passionate
- Lisaro Dunmere, 356, LG, self-controlled, strong-willed, assertive
- Marietta Eritora, 80, NG, patient, courageous, impulsive
- Nicole Fyrra, 402, NG, introspective, loner, wise
- Osharia Golfaren, 38, CG, balanced, trusting, open
- Perry Holcomb, 211, N, fair, responsible, decisive
- Qesterin Iludi, 340, CG, vulnerable, curious, unconventional
- Rychell "Rye" Jamseon, 20, LN, future-focused, unafraid, gravely ill
- Sandy Lombard, 158, CN, opportunistic, unfortunate, skittish
- Tessimar Moore, 73, NG, moderate, diplomatic, energetic
- Urym Niwenys, 273, LG, obsessive, indulgent, frustrated
- Valerie Orson, 33, CG, dramatic, insightful, humble
- Tane Stonehauler, 336, LG, hopeful, inspiring, generous
- Madeline Dustsifter, 164, LN, imaginative, anxious, easily confused
- Viola Goldsmith, 349, NE, happy, childlike, philosophical
- Davenport Hidesplitter, 284, LE, authoritative, organized, vicious
- Damon Stonesplitter, 15, LG, vigilant, dutiful, humble
- Wanda Earthmover, 314, LG, helpful, trusting, uncertain
- Savannah Rockshaker, 223, N, opinionated, hopeful, forgiving
- Heidi Throatstomper, 341, NG, detail-oriented, devout, maternal
- Jacob Marbleminer, 336, LG, well-respected, peaceful, teacher
- Meredith Sandmover, 290, CG, ambitious, inventive, confident
- Emily Muddigger, 153, LG, bold, original, contemplative
- Gordon Treeclipper, 200, LN, prepared, visionary, principled
- Lana Golddigger, 168, NE, joyous, self-destructive, personable
- Maxwell Hammerpounder, 24, LG, narrow focus, ambitious, regal
- Frances Oakcutter, 231, LN, studious, reserved, spiritual
- Heathcliff Mudcarver, 303, LG, disagreeable, competitive, proud
- Charlotte Rockhewer, 334, CG, acclaimed, hardworking, dedicated
- Edgar Grassgrower, 361, CG, determined, confident, reluctant to change course
- Korkner Barkeater, 36, NG, decisive, hopeful, future-oriented
- Arlene Granitebreaker, 190, N, defensive, perseverant, wounded
- Peyton Copperminer, 209, NE, exhausted, struggling, worried
- Carlisle Blessedforge, 298, NG, enthusiastic, risk-taker, expressive
- Dolly Bronzebane, 278, CG, passionate, charming, thrill-seeker
- Ethan Alegrip, 320, LG, generous, independent, warm
- Fallia Hammermaster, 174, LE, inspiring, assertive, inventive
- George Mudgrog, 217, LN, deliberate, watchful, survivor
- Hector Steelhelm, 69, NE, forceful, intimate, intuitive
- Isha Blackchain, 379, LE, affectionate, businesslike, spiritual
- Juniper Deepforge, 90, LG, exuberant, harmonious, energetic
- Karl Hidegrip, 172, CG, dissatisfied, self-absorbed, bored
- Lanier Goldlace, 338, LG, grieving, regretful, defeated
- Molly Silverstone, 367, CG, sentimental, kind, blissful
- Norris Anvilback, 403, LN, indecisive, dreamer, principled
- Delia Primm, 70, CN, deep thinker, future-focused, burnt out
- Larski Brot, 13, LG, content, proud, principled
- Shav Krink, 76, CN, joyful, peacful, personable
- Blet Scran, 63, NG, creative, intuitive, intimate
- Trall Kort, 53, CE, visionary, empathetic, subtle
- Ruk Frenk, 33, LE, spiritual, imaginative, soothing
- Dulk Sart, 5, CG, diplomatic, wise, caring
- Feln Trapp, 60, CG, intelligent, truthful, just
- Gint Larb, 16, CN, indecisive, compromising, struggling
- Nerk Zanf, 26, LE, lonely, betrayed, spiteful
- Dort Grott, 19, CE, meditative, anxious, lost
- Charf Nilt, 58, CN, disappointed, hostile, self-interested
- Rilka Brek, 41, LG, sad, suppressed, in need of guidance
- Tigug Ulgan, 24, LG, cunning, independent, witty
- Vriska Kilug, 7, CN, confused, powerless, angry
- Globat Borbal, 77, CN, imaginative, practical, personable
- Ghorza Rulfim, 11, CE, depressed, exhausted, desperate
- Shelur Farghed, 52, N, defeated, distrusting, forlorn
- Xurl Dugorim, 43, N, knowledgeable, honest, impulsive
- Larek Ragash, 60, CN, fierce, intellectual, direct
- Shadbak Uloth, 13, N, clever, truthful, respectful
- Grat Sharn, 14, CE, rational, impartial, leader
- Gul Dombuk, 35, LE, practical, opportunistic, clarity of purpose
- Nagh Murzush, 57, CN, flexible, playful, focused
- Bula Lazgar, 70, CN, cooperative, prepared, passionate
- Yotul Lagahk, 63, CN, greedy, resistant, impatient
- Lazgar Mazoga, 47, NE, insecure, ill, disapproving
- Lash Bagdurash, 73, NE, reflective, patient, unconventional
- Bolar Rogmesh, 28, CN, generous, authoritative, leader
- Orzul Gharol, 40, CE, diligent, focused, curious
- Yazgash Mog, 56, LG, hardworking, self-reliant, refined
- Zubug Pargu, 9, NG, traditional, helpful, charitable
- Zilg "Z" Vigdug, 31, LE, responsible, common sensical, trusting
- Clover Loom, 77, N, unwavering, cautious, thorough
- Kirk Tumbler, 97, NE, realistic, industrious, principled
- Tabitha Tealeaf, 221, N, nurturing, down-to-earth, resourceful
- Jordine Spoke, 110, NG, patient, dependable, modest
- Augustana Belt, 101, LN, apprehensive, hurried, righteous
- Lisa Keyhole, 291, LN, cocky, incoherent, shrewd
- Burton Cuff, 257, LE, shameless, composed, irreverent
- Greta Lock, 180, NG, formal, plucky, pious
- Josephine Glass, 115, N, inspiring, emphatic, self-doubting
- Abner Rainfellow, 76, LG, devout, lost, inconsolable
- Betty Bluebottle, 200, NE, arrogant, vicious, unrelenting
- Connor Yarn, 54, NE, self-centered, practical, imaginative
- Daisy Littlehill, 238, CG, curious, self-assured, unflappable
- Eddy Nailtop, 288, N, sneaky, irresponsible, unlucky
- Felix Manykeys, 221, NE, gregarious, braggart, easily manipulated
- Georgia Goodbowl, 290, CG, principled, dishonest, wise
- Harry Stoutleaf, 55, N, restless, aimless, easily manipulated
- Isla Razor, 188, LG, inventive, directionless, brave
- John Wirebrook, 230, LG, knowledgeable, aloof, passive
- Kassie Wheelspring, 244, LG, helpful, scared, heartbroken
- Louis Goodeye, 133, NE, outraged, violent, principled
- Maude Crazygoat, 189, LE, irritable, jokester, temperamental
- Nathaniel Soap, 68, CN, driven, obsessive, self-destructive
- Opal Bookdale, 143, CN, self-absorbed, oblivious, possessive
- Paul Shortwick, 130, LN, straightforward, loving, simple
- Quinn Goodbarrel, 105, CG, forgetful, desperate, clever
- Ralph Warmpipe, 51, N, practical, paternal, artistic
- Sally Cloudworth, 253, LG, gruff, negative, strategic
- Tenille Brushlock, 149, LG, incredulous, irritable, hopeful
- Omar Slowhand, 399, CN, bold, private, in control
- Vicki Mooncloak, 155, NG, authoritative, tough, direct
- Wendell Farbutton, 95, NG, loudmouthed, addictive, unruly
- Sarah Freeshadow, 183, LG, stern, protective, talkative
- Strut Galili, 414, LE, decisive, vicious, calculating
- Cecil Corbo Blink, 268, NG, taciturn, dedicated, action-focused
- Melodrome Boddynock, 38, N, principled, brave, mysterious
- Haftra Fiskinspark, 81, LN, happy, trusting, nervous
- Beep Tolnackle, 595, CE, loner, defensive, surprised
- Skip Liddle, 165, CN, spiteful, motivated, uncertain
- Tavar Tock, 489, N, quiet, exacting, sneaky
- Finny Laskinack, 32, LE, loud, violent, short-tempered
- Tinktink Clicksteel, 281, LN, faithful, persistent, reserved
- Goldie Thistlespark, 115, N, heroic, volatile, dreary
- Dinlo Fastfizzle, 129, LN, dark, misanthropic, inquisitive
- Quilp Wobblebonk, 128, N, suspicious, defensive, cloying
- Olbiglius Swizzlepipe, 226, CG, confused, idealistic, scientific
- Gorbulus Boffins, 588, LG, adventurous, unassuming, dutiful
- Lyssbetonk Cogswagon, 276, LE, sneaky, calculating, opportunistic
- Bixi Thenbabrick, 375, CN, open-minded, intellectual, well-rounded
- Dimly Sadpockets, 222, CE, strategic, careful, resourceful
- Mimble Ladlesworth, 480, CN, devout, charismatic, nurturing
- Queen Bobrick, 376, NG, depressed, directionless, handy
- Arcwitz Jellyroll, 99, NG, reserved, inconsistent, productive
- Bolt Cogsmith, 8, LG, comical, critical, animated
- Gilbin Bottlefingers, 36, CN, reckless, open-minded, zany
- Arcalena Greenyellow, 345, LN, tentative, nimble, anxious
- Dizzy Doublecannon, 191, LG, self-aware, creative, caustic
- Spark Bumbletumble, 443, N, renegade, strategic, bold
- Jerylin Hatstink, 209, LE, knowledgeable, gentle, charismatic
- Trifffft Penderflerflur, 491, LE, mysterious, self-serving, crafty
- Seven Fifteen, 364, LN, perceptive, exacting, responsible
- Lorelai Cobblewobbles 152, CG, conflicted, helpful, unfortunate
- Warble Zarzaphod, 92, NG, over-the-top, ingenious, bizarre
- Darcy Fortypigs, 421, NG, calculating, idealistic, organized
- Bart Zazezizozuz, 584, CN, driven, empathetic, grounded
- Sippikup Magee, 137, N, investigative, principled, pushy
Thursday, May 12, 2016
Session Two Notes and NPC Development
We're jumping into the deep stuff right away in this post, apparently. Following a summary of the session, I'm going to talk about my method for developing NPCs and how to place them into a campaign without planning ahead. As a side note, the player who controls Gerald wasn't able to join us until midway through the session, so Gerald's having run off on his own was an easy way to deal with his player's absence.
At the end of the previous session, Gerald had run away to be by himself; Ell had gone with Fiskar and Ren the mysterious elf to get dessert and wine; Carric and Dez had returned to Gilly at the Temple of Pelor's Grace. We began with Carric and Dez. Gilly was surprised that another person was interested in the plague, and the group discussed what little information they had. Gilly asked them to obtain a book from the royal library about diseases. Carric cast Detect Poison/Disease on a plague victim and discovered that it registers as positive on a spell detecting disease as well as for magic. Carric and Dez then headed for a prestigious school called the Worley Academy of Arts and Sciences.
Meanwhile, Ell, Fiskar, and Ren arrived at The Purple Stocking and enjoyed fine wines and desserts. The three assassins/bounty hunters/whatever term you choose discussed their shared profession in veiled terms. Ren described Clan Born at Night, a collective he created. The group of bounty hunters he works and lives with are his family, he told them. He then asked to speak with Fiskar alone. Ell went outside and watched their conversation from a covert position, but wasn't able to discern what was said. Fiskar left the bar, and Ell joined up with him. Fiskar tried to describe Ren and then divulged information about the fall of Talon Gorge, a huge city to the north. Fiskar produced an ornate chess piece (the bishop) and gave it to Ell, explaining that he had pilfered it from the palace as parts of the city crumbled. They returned to their motel and went to their respective rooms to sleep.
Back at the academy, Dez and Carric began investigating. Carric interviewed the professor of magic during class, asking if he knew anything about the plague or whether there were any children in the academy he worried about. The professor said that a student of his had gone missing a few months before. Dez talked to a student in time out, Cedric. They discussed his favorite books, his love of fiddling with magic and with glyphs*, and his sister, who had gone missing a few months before. (This probably makes it look like I was railroading them into a storyline. I hope the players didn't take it that way. It just made sense to me that two people in the same small community would both mention something about a big, scary loss.) Together, Dez and Carric spoke with Headmistress Rootblancher - but not without being tricked by Cedric into thinking the Headmistress was a man, causing an awkward laugh from most involved. The Headmistress offered some information on the missing girl, Edwinna. Classes ended for the night, and Dez and Carric left the academy with Cedric to walk him home and gather more information.
*Glyphs are a system of casting magic that I created for my podcasted campaign. The basic idea is that the 200 or so symbols I developed each correspond to a small set of concepts, like "Air/Sky/Wind," "Strong/Powerful/Potent," or "Deception/Lying/Misinformation." Casting a spell involves combining these glyphs to create a customized spell. The difficulty is that the magical energy is less tamed than with traditional casting, so a spell can be "misunderstood," so to speak; the glyphs may not combine in the way the caster thinks, and the results can be disastrous. All this is to say that a seven-year-old boy is not exactly the best candidate for fiddling with this chaotic, unpredictable magic.
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A brief illustration of glyph-based casting. |
Gerald's player arrived, and he took Gerald right back to The Bleeding Crown for more drinks. He struck up a conversation with the bartender, an orc named Brom. Brom offered advice on making friends, and Gerald tried making friends with the gnome sitting next to him, Spindle. The attempt did not go well, as Gerald scared and frequently insulted Spindle. After talking more about friends, Gerald decided to go try to find Carric, Dez, or Ell.
At a street corner in the northwest corner of the city, Carric, Dez, Cedric, Ell, and Gerald converged. (I will totally admit that this was some lazy railroading. The party was cool with it, though, and they went forward without questioning it.) Updates were exchanged on what had happened since they'd last met, and before too long, Cedric began talking about seeing the dead. Ghosts floated out of the darkness from all around them. They fought the ghosts and kept Cedric protected, destroying the majority of the ghosts and capturing two of them with a magical barrier. They questioned the ghosts a bit before leaving to take Cedric home.
As I said before, I'm happy with this session. I have begun to lay out multiple options for the players to consider, and I've been able to start adding more information and more depth to the areas that they'll already shown interest in. This has all been done on the fly. It becomes easier to be flexible when you haven't planned in advance, so the improvisation has really made it easy to focus on player interest. But how do you add NPCs to a game without coming up with a reason for them to be there? I want to share my process for developing NPCs (or rather, that process in part - I want to dedicate a full post, coming soon, to the information I focus on when developing a character) and getting them into an improvised campaign.
My NPC creation process usually starts with me reading something or hearing a song that seems to crystallize a thought or feeling perfectly. I choose the song as a character theme and then start building a character who is the best approximation of what someone would be like if ruled by the thought or feeling. Details get added (again, more details on this process in a future post), and the character takes shape. Adding them to the campaign requires a little patience.
I'll use as an example here an NPC who has not yet been introduced to the players. The NPC's name is Erys Wynne, and Erys is a talented, self-sufficient treasure hunter. She's cautious - she has a half dozen aliases to keep people from targeting her, for instance. She's smart - her companion is a robotic homunculus she built herself, and she's a fairly expert wizard. She's daring - she's raided some of the most dangerous tombs and best hundreds of foes (even though she never kills those who she fights). Erys is a fun character I salvaged from a campaign that never quite made it past the third session or so. As much as I want her in the mix right now, there's no reason that she would want to contact anyone in the party, nor would she be involved with any of the events that the group has gotten up to. So there are now options available for introducing Erys: one, the group's adventures lead them into something involving treasure hunting, or two, another NPC wants to introduce the group to her. I figure that option one is great if it comes up, but I doubt it will. Even if it did happen, I'd be spoiling the group's attempt to actually raid a tomb and get rewarded for it by including an expert who would either help or thwart them. Option two is the better hope.
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A character design fairly similar to Erys. |
Remember that you have some leeway when it comes to adding your NPCs. For Erys, I like the idea of a bounty hunter knowing her because of occasional professional overlap, but Erys could just as easily be referred if the players need an obscure academic or magical text to be identified, if they need a guide into dangerous ruins, or if they need to know about secret passages somewhere. Erys is also a musician (a drummer and vocalist), so they could also encounter her at a tavern where she would be performing. When you enter a situation where the NPC could be, it's easy to drop them in and see if they take. If the players don't quite take to the NPC, let them leave that character alone for now and see if a future appearance has better luck. If the players never seem interested in an NPC, don't be afraid to discard them. There may be a better place for them in a future campaign, and forcing them on players doesn't make for a great experience for the players.
That's all for this time. Look out for more about NPC development and document creation in future posts, as well as updates on the third session when that finally happens (five young adult schedules are quite a scheduling obstacle to contend with). Until then, happy gaming!