Friday, March 16, 2012

NPCing: The Ins and Outs

Contributor: Zoe
Submission: How I have successfully crafted NPCs
System: Accelerant, 2 years
Email: collabnarration@gmail.com

Beth wrote a great post on the art of talking with a "Big NPC." Similarly, J.J. wrote a really useful piece on character development from a PC-perspective. However, what do you do when you are the Big NPC-- or one of her talkative minions? As much as I love PCing, I think NPCing really gives you the opportunity to play with character, depth (or lack thereof), physical representation, and game system interactions. So, here is my novice approach to character design. LARPcast, LARPOhio, and Beth (in livejournal and elsewhere) have all published much more on this, so go give it a look. For my take, read on...



This is by no means exhaustive, but provides a couple quick bullet points that I tend to use.

1. Follow the rules.
This is essential. Whether the rules be the actual game rules, costuming, weapon styles, roleplay advice, or deathstriking policies, you need to follow the rules of your GM. Yes, your Queen of the Deathmares might be frightening, wicked, and wonderfully acted. However, if you were given the instructions: a) only wears red and a hood, b) only wields a staff, c) only speaks with Dolores or Jojo, d) non-combat, and e) Deathstrike inactive, then you can really mess up the game by sprinting out of Monster Camp in battle armor, long claws, and jump into battle, screaming at all the players, deathstriking when possible. This sounds laughable, right? In more than a few games, I've seen standard NPCs, given a meaty combat and/or RP plot really mess up the game for plot staff. Accidents happen-- especially when people are busy, new, or unclear. However, blatantly  misreading a character, even when you're in the bounds of the stats, can be really detrimental to the flow of the game.

2. Be comfortable.
Do everything in your power to be comfortable with the character. Read write-ups ahead of time; familiarize yourself with weird effects that your character uses; think about effects the players will use on your character; have a friend quiz you in Monster Camp, before you go out. Most importantly, chat with the staff person who assigned you the character. Make sure you understand the goal, limitations, and motivations of your character. If your character will not leave town until he has gotten the magic vial from Petey, figure out why your NPC is so committed to Item-X. It can get old fast, for you and PCs alike, when you just keep saying, "No! Give me the vial!" until they finally, begrudgingly, knock you down. Also, if you're given costuming or weaponry that is either physically uncomfortable or difficult for you, talk to the staff person-- they should be able to help you. Finally, if you have an NPC you really don't want to play, then talk to the MC director or the staff person running the plot. If you really hate playing gruff gladiators who duel for 3 hours, then no one's going to have a good time.

3. Ask questions.
Part of following the rules, and being comfortable in the character, is asking questions. Many times plot people, even if they had a great write-up and detailed background, are too busy to give really good briefings come game time. Accordingly, ask questions that aren't apparent or clear in the write-up. Ideally, talk to the plot person in question-- be efficient and clear, but make your questions known. Clarification makes for a good game environment. This can be anything including stats, effects, character history, costuming, weapon style, or roleplay advice. Ask questions based on context-- "So Jane is going out as a Paladin of Darkness-- how does my good-natured bard feel about that?" or "Ok, so the PCs have all contracted the Zaxafax virus, and are sporting blue marks on their faces... how do I react to this?" Also think about PC reactions, "But what if Horatio decides I'm a villain, and tries to slay me?" A plot person can help you think through some of these reactions.

4. Stay on schedule.
It's easy to get lost in a character-- especially if it's your only big one of the weekend, your stats are great, you have a fantastic automaton voice, and you met the perfect groups of PCs. But, remember, you're part of a team. Plot staff may need you back to go crunch for a big field fight; you may be occupying the wrong group of PCs; you may be wearing a piece of costuming that another NPC needs to wear. Even if you're doing a fantastic job entertaining PCs, if staff has given you a time limit, then try to stay on it. Of course, this is LARP: endless RP sessions happen, as do hostage situations and logistical scheduling mishaps. Sometimes you have to stay out for much longer than intended, and that's understandable. However, look for an out-- if you're a friendly soldier, mention to PCs how "you need to get back to base, but maybe you can return later"-- then go check in with MC to check-in.

4. Plan for time.
This is one of my biggest mistakes. I plan ahead. I think of all of my speeches, interactions, and mishaps. I learn my stats. I have my goals, motivation, and 85 ways to get these things done. I also have the rare opportunity to go out for as long as I want, just probing the PCs for stories, interests, and information. And I go out. And, for an hour, it's really fun. We're chatting, making connections, and establishing plot. I make a few slip-ups, but this encounter is really about the PCs.
And then, hour two hits. The big field fight hasn't even been set-up, and you still need to be occupying the PCs. You're out of ideas. You're hungry and tired. The awesome wig is starting to itch. The PCs aren't bored, but they're wondering why you're still talking about the nuclear power meltdown. This can be a big pitfall of NPCing-- you need to plan for time. Especially on Saturday afternoons, RP-heavy games can run chatty NPCs ragged. Before you leave for town, get fully debriefed on your character. Run a couple story ideas by a staff person to see if they fit into the gameworld. If it fits your character, carry a notebook to remind you. Bring a game of cards or a tarot deck with which to entertain PCs. Once you're on the field, drink water, have snacks, make yourself at home, and behave like a normal guest. If you find that you have nothing left to talk about, make a polite excuse, and duck back into MC, looking for more ideas. Treat the Big-RP-Role like an awkward dinner party: you don't know any of these people, but you want to get to know them, and have a good time-- look for social buffers, like strange decor, to get acquainted with your hosts.

5. Work as a team.
Successful games require the NPCs, plot staff, GM, and MC director to smoothly work together. As an NPC, do your best to cooperate, stay on schedule, set-up and break-down mods, stay neat, and, most importantly, have a good time. Bond with your fellow NPCs to make an encounter really good-- when you're going to set-up, discuss with the module leader and your fellow NPCs how you want to roleplay the situation. If you're fighting as a strategic monster, plan strategy. In an RP-heavy situation, compare goals and motivations with a friend. Not only does this make for a dynamic game, but it builds bonds between players. Also, I find it comes fairly naturally.


6. Be creative.
When you've done all of your homework, including learning the game rules, reading debriefings, and communicating with your plot people, then you can have some fun. If possible, bring your own costuming for run-of-the-mill farmers or workers-- an authentic mining helmet or big boots can make a generic RP character. Work on an accent, a character quirk, body postures, and gestures appropriate to your character. Give your character a hobby that she can share with the PCs. All of this stuff, the real meat of LARP, is what makes the gameworld come alive.


7. Assess the situation.
Context is crucial. You may think your horrible ghost of the strangled widow is creepy and fantastic. However, what do you do if Amelia VanHorn, the PC you're targeting, seems really frightened by the encounter? If a PC is clearly not having a good time, don't drop character, but back-off. It may all be in good fun, but you may also be really bothering a person OoG. As an NPC, PC, or plot person, it's important to be aware of the situation, and react accordingly. Also, quietly report the incident to a GM-- they'll know to read that person's PEL really carefully, and reconsider sending out particular mods or encounters.


8. Communicate.
Communication, before, during, and after game, is essential. If something goes really wrong, it's good to let people know during game-- however, they're busy, and probably won't remember. So, after game, politely communicate it in your PEL. Finally, if something really bad happens, consider emailing the people a week before the game, (for example, "Hi! This is Andy! Just wanted to remind you to please not have peanut butter in monster camp-- I'm really, really, really allergic!"). Additionally, let people know if things went well-- while this isn't as essential as noting a big problem, it can improve morale, and get you playing the game you enjoy. LARPs are busy and complicated, and clear, polite communication is important.

What tips do you have for NPCing? What have been good experiences, and bad ones?

6 comments:

  1. As a corollary to "Ask questions", I would say "Listen to the briefing". Monster Camps are awesome places to joke and swap stories, but it's really important to listen carefully to your briefing, especially when you're headed out as Blood Zombie #6, and stats are flying. Also, questions you may have may be answered by the briefing, another reason to listen carefully.

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    1. Totally agree. I've done it more than a few times, but I hate when a mod leader does a great job briefing, and then three people, 2 seconds before PCs arrive, go, "what are our stats?"

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  2. I have to say, the 'follow the rules' is SO important. I've been burned once or twice when I told an NPC 'do X, and avoid Y', and they immediately ran off and did Y. There is nothing that will make me stop using an NPC for anything more interesting than 'hit the PCs with a stick' than that.

    It doesn't matter how good you are at roleplay/fighting or how many amazing costumes you've come up with, if I don't trust that you're actually going to do things the way they were explained (or at least make an attempt at it), then I'm not going to use you for interesting stuff.

    (And to be clear, I'm not talking about PCs running off and doing something unexpected that the NPC has to react to, or a briefing not covering all the information it should. I'm talking about 'you're a spirit with no offensive abilities' becoming 'I have infinite death effects' or 'whatever you do, don't tell them X' immediately followed by 'hey, wanna hear about X?')

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    1. Yeah-- I've been in game systems where people have been kicked out because, multiple times, they went deathstrike active on a standard crunchie. It really messed up the game. Accidents happen, and misunderstandings, once or maybe even twice, are understandable. However, you become a liability when you go out of your way to ignore rules.

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