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Creating Interesting NPC’s By Jonathan Hicks One thing that the Star Wars role-playing game
expects is abundant NPC’s, non-player characters that populate the GM’s
setting with helping hands or dastardly plots. They’re either background
dressing or they’re part of the story. The background ones
are no problem - you can simply say ‘the Twi’lek points the way to the
spaceport’ and that’s the end of that encounter. Everyone knows a Twi’lek,
and if the player doesn’t then just say ‘Jabba’s second in Jedi’ or show them
a picture. No serious hard work there. It’s those NPC’s the
player characters (PCs) will be spending a lot of their time with that’ll
need the work. This starship captain they’ve hired or that installation
commander they’ve kidnapped. The key characters need dressing up. CHOOSING A VISUAL REFERENCE The NPC in question
will need an appearance, of course, so that the players will be able to
visualise his or her presence in the game. This can be done one of three
ways: 1.
If you’re talented artistically you can simply draw the
character in question. Artwork of the NPC always works effectively as the
design is almost always original, making the NPC unique. 2.
A narrative description of main characters, denoting a
simplistic facial or bodily appearance coupled with clothing style, always
works. For example: ‘The short man is ugly with a small pig-nose and
narrow eyes topped with thick eyebrows. His clothing is that of a blue flight
suit, complete with tassels hanging down his back but it is filthy beyond
comprehension - he looks as though he’s been dragged through an old oil
conduit’. 3.
Take an existing picture from a sourcebook or any other
reference material and simply say ‘that’s what they look like’, adding the
odd detail as far as changing the appearance goes. The character must be firmly imprinted in the player’s minds as
play progresses to avoid questions such as ‘which one was he again?’ or ‘what
did he look like?’ These queries can slow a game and suspend belief if a
player has to constantly remind themselves what the NPC looks like. If you
have a picture of the character, place it on the table whilst the scene
unfolds. If it’s a description you have read out, then
make sure you’ve done a convincing job. Sometimes, the need to remind players
is necessary the first time they encounter your new NPC but don’t be
disheartened if they don’t take to them straight away. As in real life,
getting to know a face and name takes a little time. It’s usually the norm
to base the way a character looks on their personality - if they dress dark
and broody they’re usually bad guys, dressed dirty and scruffy they could be
common thieves, dressed well and clean shaven they’re good people. This isn’t
always the case. Dress a person in black, give them a big gun but an even bigger
heart and you’ve got an interesting character. Dress another in a smart
casual suit with a bright smile and blue eyes, give them a black heart and
devious mind and you’ve got an interesting character. Simply basing a
personality around an appearance will dilute you’re NPC’s to the point of
boring the players. Changing them constantly will keep the players on their
toes, or at least stop them from treating the characters as archetypes. USING THE ‘MOP’ The acronym in the
above title is what you will use to give the character depth. There are
usually three things that make up an individual - Motivation, Objectives and
Personality. MOP. When designing a
fresh NPC think of MOP and make a separate heading for each letter of the
acronym. Make a brief list of what kind of impact the character will have on
the game you’ve designed and then list their MOP statistics under each
heading. Don’t put too many reasons under each one - after all, if an NPC is
in the game because they want pretty much everything for every reason then
you may as well create one stock character and use them for every game. Cue
player boredom. M - Motivation: What
makes the character do what he does? If they’re brutish and mean, why? Has
one of the player characters crossed them in the past? Does he have a secret
he’s worried the players will discover? Does he have something on him he
wants to keep hidden? The motivation for a person is a strong part of the
psyche and must be treated with care. If the NPC is going to be with the
campaign a while those motivations may change - hate into respect, keeping
the secret into sharing the knowledge. Make sure the change of motivation
suits not only the storyline but the character also. A broody, mean character
will not suddenly become happy and friendly when something goes right or the
players help them out. They may become a little more relaxed, but not a total
reversal overnight. Motivation powers the
next step. O - Objectives: The
character you have created has motivation, but what exactly is he or she in
the campaign for? Are they there to protect a secret, for money or for some
personal reasons? Do they intend to aid or hinder the players? At the end of
the day an individual does something to reach a goal. You make your dinner
with the intention of eating it. You aid a person to resolve a favour. You do
the job to make the money. Every action has a result; it’s just that with the
NPC you’ve created the result is usually a lot more important than simply
preparing food or helping out a friend. Let’s say the NPC wants to help the
players capture a crime boss. Why would he help? Is there a substantial
reward? Has the crime boss done something to the NPC that revenge is the
goal? Give the NPC a target and then send them off - their personality will
determine exactly how they go about achieving that goal. P - Personality: Even
though the NPC may have the motivation and the objective, these reasons will
not be communicated to the players until it’s appropriate. It’s the way the
NPC acts that the players will get to know first. Take the character’s
appearance, motivation and objectives and try to create an interesting
individual. Don’t always go for the obvious. You know that kindly old alien
who helped the players secure that medicine for the pilot of the team so that
he could get over the fever? Well, it turns out she picked their pockets
whilst they were asleep and skipped the town. That nasty old fellow in the
corner with the dark eyes and the big rifle? It’s all for show - he’s
actually never seen combat and is about as useful as a chocolate sun hat. A
good mix of appearances and actions always serves to build a good character.
You can still have your dirty mugger, your darkly-dressed bounty hunter and
your clean shaven heroes but it pays to throw in a the
odd contradiction every now and then. So there you have it.
Take an appearance and MOP it. At the end of the day what truly creates a
memorable NPC is the GM; the way the character is portrayed is very
important. Glare at the players if the NPC has a grudge, smile lots and keep
batting your eyelids if the NPC is happy but nervous. Take these traits and
blow them out of proportion. If they act in a certain way and talk in a
certain manner it’s possible to just start playing the NPC without
introducing them by name. If one of the players turns around and says ‘that’s
so-and-so, that is’ then you know you’ve done your job. SAMPLE CHARACTER - Grone Darkwin,
human bounty hunter. Appearance - Grone is a short human with dark green and brown conflict
clothes, usually worn under armour but, as far as can be told, worn here as
part of his general attire. A rough flight coat with upturned lapels gives
the otherwise rounded, boyish face a guarded look. Wide eyes topped by thin
brows, a furrowed forehead and speeder goggles holding back long, matted
hair. A blaster pistol hangs from a cord at his waist, his cracked black
boots reaching his knees but obviously of two different sizes. M - Fame. Grone wants to be feared and respected as a bounty hunter. O - To track down Turgen, a local Twi’lek ganglord. The players are
going after Turgen, so he’ll utilise their help for his own ends. If he gets
Turgen, he’ll get the reputation he’s been looking for. P - Very gruff and short-sentenced, but after a few minutes he’ll
relax. He’s very forthcoming with stories of his achievements but keeps his
mouth closed about his failures. As far as he’s concerned he’s already
famous, and he doesn’t mind letting anyone around him know that. |