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Non-Player Characters | |
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Term Name: | Non-Player Character
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Description: | Any character who is not directly controlled and owned by a player. Game masters assign these characters to be played by players temporarily
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Abbreviation or Synonyms: | NPC
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Rule Type: | Character Rules |
What is a non-player character and how can you stand out as one of the best on a shift?
Non-Player Character Definition
A non-player character or "NPC" is any character that is not a "player character". These characters are sent out during events by game masters to populate the world. Common examples include townsfolk, bandits, and monsters.
During each shift the game masters running that shift will organize what we call plots and assign players to be the non-player characters needed to bring these plots to life. Often roles are referred to as being "Combat" or "Non-Combat", but these are just broad terms indicating what they are aimming for. A plot aiming at combat will sometimes be solved through roleplaying, and a non-combat plot can always get attacked.
When you've been assigned a role, you'll then gather any necessary garb from the NPC totes in logistics, garb specifically available for players to use when playing NPCs. Then if you need any make-up done you can get that from people working at the make-up desk. Finally you'll return to the GM to get any loot, get assigned stats, and final instructions.
From there you'll go out into play and interact with the PC's based on the instructions you were given. For most plots we try to keep these as instructions as simple as possible. "A group of orcs are searching for easy prey, approach town from the North and attack anyone you see." or "You're a bard desperate for new material, attempt to hire players to give you inspiration."
Plots that require very complex dialog or detailed interactions will generally be run by the GM's themselves (with the GM's playing an npc in the group) or built up over many events so that players don't have to memorize a book to play an NPC before going out on a plot.
You may not use any of your player character's identifiable garb or other numbered possessions while working as a npc. This could create a situation where you have lootable items that shouldn't be looted, and this should never happen. You also want your player character's garb to be easily recognizable as belonging to that character. |
When you are on shift as a non-player character you are allowed (and encouraged) to have a tote of your own NPC garb stashed in the logistics building. When you are done with your NPC shift you'll need to remove that tote to create space in the building. A table under the front awning is the recommended location to stack out of use totes.
After a player has been part of the game long enough (around a year) it is expected that they start bringing some amount of personal npc garb with them to improve their costuming options. Weapon props are especially useful for the well prepared non-player character to bring.
Always make sure that before you leave the logistics building that you have any required costuming or make-up for the character you are playing. Most often this means that if you are playing a creature that wears a mask or is painted, that you have covered any exposed skin.
A Shared Experience
While you are working as an npc you are expected to do any reasonable task asked of you by the game master, failure to do so could result in you not earning experience for the shift.
What we mean by this is that if you are extremely tired, melting in the heat, freezing in the cold, have been painted too many times in one weekend, or otherwise take issue with a plot, communicate with the game master about it and they can let you recover or find other ways to send you out. However, if you are simply trying to avoid going out as an NPC, you're hurting the fun of the players of a shift, and that is bad for everyone. When you are out there playing a character you'll also want stories to be happening for you to interact with, help do the same for the players in game while you are NPCing.
Even if you don't enjoy something or are bad at it, you can help by participating. Not being good at fighting doesn't mean you can't or shouldn't do it. Your presence will add something to an encounter and could lead to all kinds of different outcomes that bring fun to the game. |
Game Master Instructions
When GM's give instructions they will often leave a lot of details up to the player to fill in. What is the character's name? A GM generally only gives details if they're important. Letting the player come up with their own name, and other details saves the GM from needing to design everything about each character, but more importantly gives the player agency in creating the character they will play. By giving players the freedom to come up with these details they get a chance to flex their creativity and take part in the world building. Players will also be much more likely to remember the things they made up instead of trying to remember a list of details the GM has given them.
However, there are some trade-offs for using this method. One of them is that NPC's can sometimes go off the rails (even when game masters give detailed instructions NPC's can go off the rails, but in this case its less obvious that its happening in the moment). This is referring to when an npc adds details that change the plot completely.
It's a good idea to ask the GM who wrote the plot any questions you might have before you go out into play. This could be for clarification, or if you have an idea to add to the plot. It can also help you make sure what you have in mind is going to match their vision of what the plot is meant to accomplish.
Creating Your Own Details
When you fill in the blanks there are some guidelines for how to do it. The GM can't possibly tell you everything so you'll need to improvise both when planning who the NPC is, but also when you are in the field and a PC asks you a question that you should have an answer for but don't (yet).
These are the guidelines the GMs follow when designing plots, and you should follow the same guidelines when crafting details for an NPC.
- Many people play fantasy role-playing games to avoid the negative aspects of reality. There's no need to bring those topics into the game unnecessarily.
- Avoid Blatant Sexism: It's one thing if someone wants to role-play standing up to sexism and another thing entirely to have to put up with it in fantasy escapism. Leave fantasy sexism for situations where you know someone specifically wants to engage with the topic.
- Keep in mind that even if one player wants to engage with this topic others may not enjoy watching it. Tread carefully.
- No Sexual Violence
- No Real-World Racism, Genderism, Nationalism, etc, etc.
- No Real-World Politics or Religion.
- Avoid Blatant Sexism: It's one thing if someone wants to role-play standing up to sexism and another thing entirely to have to put up with it in fantasy escapism. Leave fantasy sexism for situations where you know someone specifically wants to engage with the topic.
- Don't make slavers into 'the good guys'. If a plot involves slavery it's there for the PC's to interact with, but don't make the slaver some kind of hero figure or set it up so that the players MUST protect the slaver because of the law. If the players make that decision that's up to them.
- Use Sudden Betrayals Sparingly. Tricking PC's is easy, you have all the information they don't and the game requires some amount of trust from the players to function. Abusing that trust to trick them only discourages the players from trusting any NPC. If you are out to trick the PCs give them clues, make mistakes, BE UNTRUSTWORTHY. Players need a way of figuring it out for themselves. Try to be as blatant as you think you can get away with, it will make the reveal better if they don't catch it.
- Use Humor Carefully. Too many jokes during a shift can alter the atmosphere of the entire game.
- Don't Break the Fourth Wall. Immersion is an important part of the game. Avoid making obvious references to real world concepts that might break that immersion.
Silly NPCs
The GM's know what they have sent out on a shift, and what mood they are trying to convey. If they've spent hours setting the tone for the shift as dark, and dramatic so that they can have a particular climax for the shift, an NPC going out and turning a plot into a giant joke is going to undercut that work.
Comedy is one of the hardest things to balance in a shift. Everyone enjoys a good laugh. But, it can still disrupt a shift. Telling a joke is one thing, turning a plot into a joke (by playing a deeply unserious NPC is another). You should always talk to a GM before you turn a plot into a joke. It can and will disrupt a shift. Game masters keep track of players who are likely to do this and you can be sure you are going to be much less likely to get assigned to serious plots if the game master doesn't trust you not to turn plots into jokes.
Stealing as an NPC
One major issues NPCs can run into is how to handle stealing from PCs. Theft from PCs should happen... sometimes. If it happens all the time, that's tiresome and annoying. When every NPC inevitably betrays you, is it really a surprise? So what is the right frequency? That's hard to say. What can be said for a certainty is that if one particular player always steals from PC's when they are playing an NPC that's very obvious and annoying. People will stop interacting with that player's NPCs if they do this. And they aren't wrong to do so. It could be argued that players are using out-of-game knowledge to know a particular player is going to inevitably steal from them, but at the same time that player is also behaving in an unrealistic fashion: everyone they portray is a thief.
However, if an NPC never steals anything that's an issue too. People knowing a player's NPCs are always trustworthy is just as much of a weird situation as in the opposite direction. The best solution is to play a wide variety of roles if possible and mix it up as much as you can.
When a player DOES steal something from a PC as an NPC they should be sure to stay in play for at least the next half an hour as that NPC to give the PC the chance to try to get their stuff back. This is less important if they steal a small amount of coins or some minor consumables, but if they steal something of value (a magic item, a large amount of coins, that kind of thing) they should absolutely give players a chance to get things back.
Also keep in mind that just because you as a player know where a particular group's failings are in how they secure their valuables doesn't mean every NPC you play is going to know those things. |
Making a Memorable NPC
You put on some garb, you put on some make-up, you get your instructions you walk out the door and find the PCs. The first thing they ask you is "What's your name?"... and you didn't plan for that. You stand there, like a deer in the headlights trying to come up with something on the spot. Meekly you mutter. "Steve".
We've all done it in one way or another. Sometimes, you prepare yourself for all the weird things a player might do and forget to prepare yourself for the basic stuff they will likely ask. The best NPCs are ready with some answers on hand to simple questions. They also know ways to stall while they come up with the answers to anything they weren't ready for.
Having ways to change the topic on hand for when you don't know what to say can be very helpful. When you're coming up with your character's personality, spend a little time thinking of what the player's are likely going to ask of you will save you a lot of headaches later. If your plot requires walking a good distance, that is an excellent time to brain storm these ideas. If you don't use something, use it for the next NPC you play.
Some players like to design NPCs around a point of reference. If you think of a point of inspiration for your NPC you can quickly think of how your inspiration might react in the situation and have a rapid reaction to surprises. Just be sure to avoid details that will make it too obvious what your inspriation is.
Challenge Levels
Some encounters are designed to be very challenging. Others are meant to provide a fun experience, or to bring the world to life. Different encounters will have different levels of challenge for the players to experience. This is important, and something the game masters take into consideration when they send an encounter out.
This is why when you are playing an NPC it's important that you know what it is you're supposed to bring to an encounter. If something is supposed to be a fun plot where you help an oddly friendly Kazvak who happens to be named Lassie rescue someone who happens to be named Timmy from a well, it would be very bad if you play that encounter as a combat challenge. A Kazvak is a creature which can be very tame or very difficult based on the needs of the encounter. A game master will give you stats before you leave for exactly how tough you should be. If you then decide in the middle of the encounter to make yourself incredibly strong and tough, that is extremely problematic. You have now changed this encounter completely.
Altering your stats in the field is something that should only happen if you are an experienced, trained lead NPC and you know the game master would approve of what you are doing.
This is especially important when it comes to what spells a character knows. The spell Leylines in particular is something that should be used incredibly sparingly by NPCs, it can be disheartening when encounters end abruptly from it.
Finally, keep in mind that not everyone enjoys huge amounts of challenge on every encounter. If players are interacting with your NPC in good faith, but are missing the clues you're dropping about something... it probably means you should be dropping different clues, more clues, or just being more blunt with whatever it is they are meant to figure out. Maybe you expect them to ask a certain question, but they only ask things that are close to it... give the players the benefit of the doubt and give up the information, whatever it may be. Figure out how to steer the conversation in the right direction where giving the information makes sense.
Loot
Loot is any item you are given before leaving the logistics building that is intended to be given to (or taken by) the player characters. When the game master sends you out with loot... do what you can to get looted. Unless they specifically say so, they don't want loot coming back into logistics. Whether this means dying and having the players taking the loot off your corpse, or thanking the PCs for doing something memorable (or simply for helping). We ultimately want the loot to go out. Bringing it back to logistics is making work harder for the game masters. If the players search a body and check logical locations on you and you have loot to be found they should find it.
For example Orcs shouldn't be storing loot in their stomach. It should be in obvious locations, pockets, maybe a glove or in boots. If a player character makes a serious effort to find what you have, make sure they find it. Having said that, if a player character checks one pocket and moves on it's fine if they miss things. There is a balance, but always err in favor of the players finding your loot.
Lead NPCs
For plots with several players on them it is very helpful to have one of them leading the group, and making any decisions in the field that need to be made. We call this person a Lead NPC. These are generally going to be experienced players who know where things are on site, know how to keep track of the members of their group, and know how to adjust a plot if something goes wrong in the field.
If a lead npc gives you instructions that are different from what the game master told you, that's probably ok, you should follow those instructions. Sometimes plots need to change a little in the field, and lead npcs are typically going to be the people who know how to make those adjustments appropriately.
When you think you're ready to be a lead npc, talk to the GMs and they can let you know if they have a plot for you to lead.
Targeted Plots
Sometimes plots are "targeted" at a particular player character or group. This can happen because a player requested a PIP, because it is a consequence of a previous plot, or simply because the GM had an idea that made sense for a specific character/ party. Ideally these plots are spread out, not for the same character or people repeatedly, but every now and then there are reasons they hit the same target multiple times.
When you are an NPC in these plots it is important to know exactly who it is intended for and under what conditions, if any, it is ok to deviate. A carefully planned plot for one group that goes to the wrong group can lead to all kinds of problems (the least of which being that the first target may need to have the plot repeated if it's critical to a particular story). Player's are accustomed to periodically seeing this type of plot, and if you clue them in with your choice of words they will often help make sure that NPC's get to the right target.
Hooked Plots
When we send a plot to a fixed location somewhere far in the field, we need some way to bring the player characters to the plot. We call this the "hook" for the plot. Generally this will be an NPC who is sent to where the PC's are congregating (generally the inn) to ask PC's to come with them to where ever the plot is located.
Sounds simple right? It can be. But, like everything else, once it makes contact with the PCs it can sometimes get very complex.
One problem that can occur is when the players don't want to go. They're tired from something else, engrossed in another plot, or any number of other things are keeping them away. A good hook knows when it's time to find a different group of players, leaving the ones you found alone versus when to pester those players to go anyway.
When the plot is targeted, you should be sure to indicate that somehow so they know this is something special and they should drop what they are doing as soon as possible.
What if players are farther away? Do you roam trying to find them, or do you wait where you are? The answer depends on where you are and what is happening. If you are at the inn, your best bet is to wait there. Players should know the inn is a good place to get hook for plots and are more likely to go there looking for things to do. If you are anywhere else, then roaming is probably the correct answer. Ideally you should always roam in the direction that will take you towards the inn.
Sometimes when you are a hook, you take 3 steps and suddenly players come running up to you, what do you do? Generally in this situation something has already gone a little wrong. This might be because you just left the logistics building and players are either watching it (which is bad) or they just happen to be passing by (which is ok, but not ideal). In this situation encourage the players to come with you to the inn so you can "catch your breath" or something like that. The reason you want to do this is so that other players will also see the hook, and if one group hasn't been able to get to many plots, the PCs can discuss amongst themselves which group is going to answer the plot.
Other times you'll encounter PCs right away because those players are "patrolling". At a site with more locations for encounters this can be very reasonable role-playing. Unfortunately, Camp Kingsley has many great locations for roleplaying "in town", but not as many ideal locations for fights. This means that PCs can go "on patrol" at those ideal combat locations and deliberately encounter more plots than other parties. This is poor behavior (even if they really are trying to role-play) because it disrupts the distribution of encounters among the players.
If one person or group gets all the encounters for a shift, it can be a lot less fun for others. When you see players doing this, you should do what you can as a hook to not directly reward it. Sometimes if you know they are doing it, approach from a different direction than you had intended. You'll know its happening when you see them there on your way out from logistics to the encounter site. When you do, approach from a different direction than you planned so that you won't run into them. Go past them as wind so that you can arrive from a different angle where you won't encounter those PCs right away.
Another issue that can occur while hooking is that sometimes players who are behaving extremely badly will see the npcs pass by as wind, going out to the location of the encounter. These players, behaving badly, then start "exploring" in the direction they saw the npcs go. Sure enough they then run directly into the hook or into the encounter without the hook being there.
When this happens, ESPECIALLY if your encounter's hook is in town looking for PC's to bring, the encounter should remain as wind until the hook returns with PCs. The PC's following the encounter are the ones acting in the wrong by trying to take the encounter immediately, without whatever set up the hook may be delivering to tell the story.
Finally, it happens sometimes where you're a hook for a plot. You've arrived in town to get some player. The first people you talk to... stab you dead. Now what? The first thing to keep in mind is that your encounter is out there alone waiting for you. They don't know what happened and depending on the weather may not want to be out for a very long time (in the extreme temperatures or rain/ snow). Let the PCs do whatever they end up doing with you as quickly as you can manage. Sometimes, you can still act as a hook by finding an alternate way to hook the PCs. For example maybe they find a note on your body. One you didn't prep a real prop for, but you can tell the players about so they know you were a hook and give them enough information to find the destination. Or perhaps you can tell a different NPC who is out about the information they need to be the hook for you.
If you can't solve relay the hook easily your next step is to head straight into logistics to let them know what happened. Ideally the game masters can send a back up hook out to get the job done. Failing that they will send a runner to let the encounter know it's time to come back.
Every situation is different, but a good hook can make or break an encounter.
References
Adventure Zones
Camp Kingsley is a large section of land that we have available to us, however the best locations for our purposes are in a relatively compact area. To help deal with this we have divided the site into zones to communicate to both PCs and NPCs what kinds of encounters to expect in different areas.
The central area is the Town Zone. Here is where plots are typically going to focus on being inside of Maplewood. Citizens live here, and both PCs and NPCs should take that into consideration with what they do. There are no special rules for this, its just a guideline for what is in the area. Inside of the Town Zone there are no encounter size limits. If 20 player characters join a plot in action: that is fine.
Outside of the Town Zone is the Random Encounter Zone. Here NPCs will periodically be sent to act as random encounters. These could be fights, they could be role-playing oriented, they could be anything. What matters is that player characters can initiate encounters here simply by finding what is happening. Player characters are welcome to role-play patrolling this area looking for encounters and such. Non-player characters who are in this zone are welcome to wander into town looking for easy prey. There is nothing to prevent this, but generally they will be out in the Random Encounter Zone because most predators don't want to be in the middle of a heavily populated area.
Finally everything outside of that area is the Hooked Encounter Zone. In this part of the site PCs can expect to only encounter NPCs if they travel there with the hook meant to bring PCs to the encounter. NPCs should always act as wind and not engage with PCs who are not there with their hook. This helps to make sure that when PCs follow a hook to a location they aren't going to arrive just in time to see another group has already engaged with the plot. PCs are welcome to go into the Hooked Encounter Zone any time they wish to, but they should not expect to run into ANY encounters while there without a hook. The hooks will be going into town to find adventurers to help them. When PCs are in the Hooked Encounter Zone and an encounter comes to where they are, it is appreciated if they attempt to relocate if they are able to do so. This allows whoever gets the hook can have the expected encounter there. If the players are unable to relocate (such as if they are in the middle of cooking breakfast or something like that), work with the NPCs to either stay out of the way, or to send the NPCs to a new location and then let the hook know where to go instead whenever they arrive.
Much like having an adventuring group cap this is about allowing groups to have meaningful encounters within what the game can offer, even if it comes at the cost of some immersion.
The Logistics Building and the Inn
This is the largest building on site. Sleeping is not allowed in this building. It is split in half during events by a large curtain. A gap is available in the curtain so that people in the front half of the building can have access to the restrooms in the back and for during out-of-game hours. Please don't use the the gap in the curtains to enter or exit play as an NPC, use the doors.
The front half is "logistics" where check-in takes place at the beginning of each event. During shifts Gamemasters can be found at the same desk, in addition to the Logistics Officer that is on for that shift. Non-player characters will get dressed and get make-up for encounters here as well. This is the best location to find a member of staff if you need one at any time during an event. Entry to logistics is primarily through the buildings front doors. The fire place here should only be turned on or off by staff.
Meanwhile, the back half of the building is the Inn, known in-game as the Spinning Jenny. During game the Jenny can be accessed by either of the side doors on the building. The Inn has food for coin available during every shift for player characters. Non-player characters eat for free. Dishes can be washed in the kitchen, and space is available in the kitchen to store your dishes when not in use. Please do not leave your personal belongings or dishes out in the inn, as it takes up space others could be using.
The kitchen should only be used for cooking or storing food with approval from the Inn Marshal, Jordan Bellassai. At the back of the building is one last door which goes straight into the kitchen. This should only be used by innkeepers working a shift, operations staff who are doing their shift duties, and emergency situations.
Categories: Character Rules
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