NPCs are just tools. They're not there to steal the limelight, they're
not there to give some amazing monologues. NPCs are just tools for the GM to
use, to nudge the game a little bit to one direction or the other, to help make
an enjoyable evening or something along those lines. As such is the case NPCs don't
need complex personalities but a way to affect the PCs and through them to
affect the players. When they've filled their roles, they're not needed
anymore, they can be discarded, or move to the reserve pile for later scenes
and/or sessions.
Drosselmeyer, in Princess Tutu understood this well. When talking to
Edel in episode 12 of the first season, he says to her: "Your role is to
add glow to the story in my place". Unlike the players, the GM doesn't
have an avatar in the game. All the GM has is everything that is not controlled
by the players. But, as we know, those things are there to serve the PCs and/or
the players. The Gm should forget herself, of course, but for now please stay
with me.
Most problems of using NPCs come
from not acknowledging this simple idea. If the NPCs are just tools used by the
GM to serve the game and players, then one wouldn’t give them amazing and way
too long monologues. One wouldn't let
them steal the limelight either.
But it grows deeper than that, unsurprisingly. It means that trying to
give them life and complex personality is a futile intention. A gm should think
in terms of how the NPC affects the PCs and through them affect the players. This
calls for a simple motive, for example, so it will be easy to grasp. It also
calls for something that will challenge the players' perceptions, like am NPC
that divides the players and the characters to a few sides.
It also means that one shouldn't get to attached to the NPCs. Once they
fulfill their role, they should finish they're part in the game. If the players
don't connect to them, they should be left out. And if the players like them
enough, make their part greater, make them more colorful.
So how one should use this kind of tool? There's no one true way, of
course, but for me it always was about giving the illusion that they're far
more complex and alive than they truly are. They should sometimes be busy, or
they'll use some fancy words to describe some simple ideals. They will be
distinctive, different from one another. And most importantly, they should be
made such that I will always be able to bring them to the present scene, if I'll
ever need them. Usually, this combination does the trick for me.
What do you think? Feel free to write in the comments.
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