Role-Play: Guidelines for NPCs
Role-Play: Guidelines for NPCs
The following are guidelines for people who are helping a GM in an assistant
capacity, by playing "NPC" roles: one or more non-player characters that are
acting (presumably) within guidelines set by the GM, so that the GM can be
freed up to handle other things happening in the log, while you focus on
dialogue and characterization.
- PCs are the stars -- not NPCs. They are there to give the
PCs a living background to play against. Be sure and talk to the GM
about what your limits are and what you're supposed to be doing.
Without good communication, it's easy for the mood to be spoiled.
For example, if you play two cubs having an argument, which the PC
is supposed to solve for them, and they resist reasonable attempts
at mediation, it could spoil the mood if "light roleplay" was
intended. Similarly, a common thug should not turn into a
super-soldier capable of holding off the PCs for hours, or for a
bodyguard to do all the work of fighting when there are competent
warriors amongst the PCs.
- Pay attention to what the GM is doing. If you're helping the
GM by adding background events, then be
careful! You can get into the GM's way if your events conflict with
what he's trying to do: for instance, if the GM is asserting that the
fighting has stopped, and you pose that some brave NPC launches one
last attack. Another common problem is if your spoofs or NPCs get
out of order with what other people are doing. When in doubt,
talk to the GM.
Back to Role-Play: Section 10.2