NPC Tip #3. Three Stages Of NPC Roleplaying
Ok, that covers NPCs and story. Let’s talk a bit about NPCs and roleplaying.
For new GMs nervous about running NPCs, I encourage you to tackle this in three stages. Work on the first stage until you feel comfortable, then challenge yourself with stage two. Once you’re comfortable with stage two, try stage three.
Stage 1: Think Like The NPC
And have him take action accordingly. In this step, you describe actions in third person, like you are working with a location or an item. Do not pressure yourself into roleplaying or portraying the character. Just start “thinking NPC.”
Think about:
- What does the NPC do? How does he react?
- What motivates or drives the NPC?
- How does the NPC perceive the PCs? (Not how you perceive them, but how the NPC perceives them.)
Put the following on a note and paste it to your GM screen:
If you were the non-player character, who are you, why do you want what you want, and how would you react to what’s happening right now in the game?
Once you start doing this well and out of habit in your mind, you’ve started Thinking NPC.
Meantime, your NPCs will get better and more interesting, because it will be less of you in these characters and more of the NPCs themselves your players will interact with.
As a bonus, you can use this skill to level up your real life. As soon as you put yourself in others’ shoes and try to understand their viewpoint, your relationships will change for the better.
As they say, walk a mile in an NPC’s shoes, you can stop fleeing because he’s got no shoes!
Mastery at this stage goes beyond thinking like an NPC. You should learn how to think like an NPC in an amazing story.
NPC-as-plot is in effect here. NPCs who take believable and interesting actions make great plots.
For example, the PCs finally confront the brother who snitched on them to the stage boss, causing the death of Old Sarge, a valuable street contact and friend.
As the NPC (not you), think about:
- Who you are
- Why you sold out your brother
- How you will react to the PCs
- What would be interesting for the story
Do you play the family card, beg forgiveness, ask for help getting your pregnant wife to a cleric? That would work, but it’s not got much story punch. But still, that’s a great NPC roleplay scene, and you can always have an interesting encounter en route to the cleric or at the temple (say, with the stage boss’s crew).
So, in this scenario the NPC propelled the story a bit by getting the PCs moving.
However, Thinking NPC + story might bring you to this:
You leap out the window, triggering a chase scene followed by suicide-by-PC when finally caught.
You kill an NPC this way, and create a dramatic combat where the PCs probably don’t want to whack the NPC but he keeps attacking!
Or:
You leap out the window and head to the stage boss’s secret hideout nearby, leading the PCs into a trap. You try to escape during the battle.
You trigger an encounter with the stage boss and his crew, plus the PCs learn the location of the secret hideout. And hopefully the brother escapes to become a recurring NPC (and the stage boss too!).
Or:
You take your pregnant wife hostage. She’s the reason for all this, because she’s carrying the stage boss’s baby!
True or not, holy plot twist Batman. Plus, it makes sense why the brother would hit the stage boss up for money. Maybe the stage boss does not even realize the baby is his – more great plot revelations to come.
Stage 2: Portray The NPC
Stage two, when you are comfortable, is to “Show, don’t tell.”
Now that you’re Thinking NPC, you want to bring them to life at the table, to get players imagining and interacting more.
First, get a solid feel for how the NPC will look and act in encounters.
Then turn this into body language and interesting voice use (download my PDF that talks a little about this: 7 Ways to Improve Your GMing).
Use body language to mimic key NPC actions and reactions.
You need not be a full-on actor with this. But, just like great storytellers, you accentuate roleplaying by portraying NPC actions. You’re showing more, in addition to telling.
For example:
“He draws his dagger, puts his wife in a headlock, and screams ‘One more step and I stick her. I don’t wanna do it. Don’t make me do it. Hell, it’s not even my kid. It’s that cursed Cole Blacksword’s!”
Meantime, you’re standing up, pretending you’ve got somebody in a headlock. You’re leaning over a bit because the wife NPC is shorter. Your left arm is out in bent position in front of you, like there’s somebody’s throat in the crook of your elbow.
And your right hand is held like there’s a dagger in it (you might even have a pen in your hand as prop) being held in menacing fashion toward the hostage.
Why does this work? Well, how would you feel if your GM got up to portray a scene like this? It would be a lot more engaging than pure narrative. You could visualize better what’s going on. It would be more visceral, getting your heart pumping a few beats faster. It’s great storytelling at work.
Ok, now for the clincher.
You’re standing there, portraying the NPC and the scene. It’s not too uncomfortable, because you’re still using descriptive narrative. “He draws his dagger, puts his wife in a headlock, and screams…” Same old GMing you’re used to.
And you’ve got a simple pose going on that’s pretty much stationery. No weird acting required. You’re even using your own voice.
Still comfortable? Great. Here’s a question for you:
When you say, “He draws his dagger, puts his wife in a headlock, and screams….” etc. are your eyes big and wide open, or are they squinty and darting around?
Each option portrays the NPC in a completely different light!
A simple bit of body language makes the NPC either scared and sympathetic or calculating and a villain.
And this simple thing changes the whole flavour of the encounter.
This is mastery as this stage. Subtle expressions and nuances you’ll learn over time through trial, error and experience that takes NPC roleplaying and portrayal to a new level.
And it’s proof learning how to portray NPCs (much easier now because you’ve learned how to think like an NPC) will have a huge effect on your game and storytelling. Good job.
Stage 3: Impersonate The NPC
Now that you’re comfortable thinking the character and portraying the character, it’s time to be the character.
Accents, acting, moving, body language, using your space, props.
Watch plays and research acting to learn how to step outside of yourself and your ego to think, talk and act like an NPC so well your players will forget it’s you and think it’s a real NPC.
I am not at this level. I’m still working on portrayal. I might never be a great actor. And, truth is, you don’t have to be at stage three to GM awesome NPCs.
What counts most is your NPCs seem to think and do for themselves, they have an effect on the story, and you bring them to life by portraying them during encounters so they feel distinct and different from other NPCs.
However, if you want to try getting fully into character, stage three is here for you.
Mastery at this stage to me is when your players feel like your NPCs are real people and care about them just as much as the beloved and hated characters in their favourite books and movies. Further, your players can and do impersonate your NPCs at this stage, and are able to do so because they’ve been presented with vivid performances.