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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