Running GM NPCs
When you run NPCs as the GM, you should always strive to follow your GM principles and use them to bring the world to life. Differentiate each character by the unique ways they speak and actâyou can use a new voice, posture, or set of mannerisms if youâre comfortableâand lean into their individual motives to fill the world with dynamic, active NPCs.
Choosing NPC Statistics
Many NPCs donât need page-long backstories or their own stat blockâif the PCs are simply interacting with a friendly bar patron to gather information, you probably just need a name, description, and motive. These three things give the NPC a moniker, a way to recognize them, and a purpose behind their actions. If theyâre someone the PCs might try to make a roll against, consider also giving them a Difficulty. You can use the examples in the earlier âSetting Roll Difficultyâ section or base it on similar NPCs youâve already introduced.
If youâre improvising a creature who isnât interacting with the party socially, itâs still important to think about motive, but youâll want to focus more on the information needed to play them in battle. You can grab an adversary stat block of a similar creature and make some changesâor if you prefer, improvise your own using the guidance in the âImprovising Adversariesâ section of chapter 4, then decide their features when you have the chance to make a GM move. That allows you to choose something that will have the most interesting impact on the scene at that moment.
Using NPC Allies
NPCs can also become allies in a fight. If this happens, you donât need a stat block for themâinstead, put the spotlight on them and what they do, showing how the fiction changes because theyâre involved. When they act to help the PCs, and if a PC capitalizes on that help during their next action, give the PC advantage on the roll.
Even if an NPC doesnât have Hit Points or Stress, they arenât immune to danger and tragedyâthey can get seriously injured or even die as a result of the narrative. During your GM move, donât be afraid to capture and threaten the NPC to drive the PCs to action, trap the NPC and force the PCs to make a difficult choice, or push on the NPCâs motive so hard that they do something that endangers everyone. When itâs justified, hit the NPC hard. Allow them to be beaten and broken after a difficult fight, or have them die in the partyâs arms if the narrative says they should. You run both the adversaries and NPCsâyou control their story and fate. Follow the fiction, embrace your GM principles, and make moves that drive interesting conflict for the party.
NPC Features
If you want an important NPC to mechanically interact with the system, you can give them one or more features that reflect how they move through the world. At your discretion, you can share these NPC features openly with your table, allowing players to help keep track of them, or keep them private, so an NPCâs actions feel more organic and narrative-focused.
An NPC feature works similarly to an adversaryâs reaction, but it is broken down into the trigger and the effect. The trigger is the event that makes the NPC behave in a certain way, and the effect is what mechanically occurs because of that trigger. For example:
Not On My Watch
Trigger: A PC within Very Close range marks at least 2 Hit Points.
Effect: Roll 1d8. On a 4 or higher, this NPC moves into Melee range of the PC and marks one of the Hit Points instead. Reduce the die size by 1 (from 1d8 to 1d6, then 1d6 to 1d4). Once you must reduce the die below 1d4, this feature canât be used again until this NPC finishes a long rest.
In this example, any PCs within the NPCâs Very Close range have a chance of taking less damage because of the ally, but if they do, the odds of that NPC being able to reduce damage again decrease. Once the NPC can no longer trigger the effect, they canât use that feature until they rest and recover.
These triggers and effects are designed so you can include other mechanics alongside themâsuch as countdowns, rolling dice, and dealing damageâto represent an NPCâs complex and dynamic interactions with the world. On the flip side, you can also tailor these elements to be as narrative-forward as needed for your playstyle and table.
Optionally, an NPC might also have a choice. The choice represents a specific parameter by which the trigger and effect will operate. For example:
Arcane Hold
Choice: When the battle begins, choose a favored PC.
Trigger: The first time during a battle the favored PC is within Close range and hit with an attack.
Effect: Make an attack roll with a +6 modifier against the adversary. On a success, the target is temporarily Restrained by tendrils of powerful magic.
Please log in to leave a comment
Comments
There are no comments yet