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.

  1. 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.
  2. 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