The Only 6 NPCs GMs Need
The 6 Series
I have been inspired by MurkDice’s recent post regarding the only 6 NPC's you will need. It's funny that they choose to write about this topic because for the past couple of months I have been writing a series of preparation tools that can be used as inspiration for GM's in a hurry. Preparation can be laborious and I have tried many different structures before. In saying that the next series of blog posts I will write will outline a variety of tools, that a GM (or in Rift Walker’s case, RM), will ever need. For all of these I have decided upon the magic number of 6. This is my challenge number to create a D6 list of different tools that encompass most variants, to be most useful to a GM. Also, because I like D6s, clearly as my system (currently in play test) is built around them. The core rule for all of these is that they must be distinct enough to be separate entries on this list however they can be useful in different applications. You will see what I mean when I get into each subtopic. I have come about these through my years of running and playing in games, and as an avid purveyor of media such as films, music, stories and video games. These classic archetypes for each of these tool types will be generally useful. I envision these to be system agnostic, but of course am fleshing these out for the use in my own Rift Walker; as I hope to include them in my RM section. How applicable each of these subtopic items will be for every system will of course depend on the system itself. Likely I have forgotten about some archetypes in these lists however I would argue that most examples can be linked to one of these archetypes. These are the topic groups that I find most useful in my adventure preparation and improvisation.
The Only 6 NPCs GMs Need
To begin with I thought I would tackle what MurkDice had written about, NPCs. While I love the conceits that they wrote about, I think 12 is too many. There is too much overlap in the variants presented. The archetypes are not clear enough to be instantly recognisable and applicable. These can of course be combined with my core preparation structure for NPCs to and the Generic Personality Statement to further define these NPCs. They are the 6 classic story archetypes that can be easily slotted into any adventure or system. I will go through the 6 below and include a few sub headers to help flesh these out.
Title – the archetypal name for instant recognition.
Description – explanation and picture painting of their use.
3 Uses – 3 different applications of the archetype. As mentioned above while each is distinct they can take on different sub roles that still match the overall archetype of the NPC.
Provisions – what they provide the party through interaction.
Roleplay Tips – some ways they could be roleplayed.
The Sage
Description – The Sage is the quintessential quest giver. Rarely do they accompany heroes on their quest, but they might be the outcome of the quest themselves. They provide essential information and specialist services to a party. Usually seen at the start and end of quest.
3 Uses – Expedition Quest giver, Specialist knowledge or Service Provider, Faction Secret Informant.
Provisions – Places to go and goals to achieve, usually for a reward; access to specialist skills and equipment; an ally; Narrative information and clues.
Roleplay Tips – Wise; eccentric; paranoid; hyper-focussed.
The Victim
Description – The victim is the determining factor for some quest structures. They drive the hero to action by being someone they can save. They present problems for the heroes to solve, and a call to action for heroic sensibility. Suitable in any setting, environment and act of a quest.
3 Uses – Downtrodden Quest giver, Damsel (or any gender) in Distress, Hero Contact/Family Member.
Provisions – Problems to solve, usually for reward; someone for the Heroes to care about; a sense of urgency; a potential future ally.
Roleplay Tips – Scared; annoyed; tired.
The Merchant
Description – The merchant is the classic provider of equipment, tools, services and anything for purchase. The hallmark of the city NPC who's goal is to provide in exchange for treasure gold or information. Usually seen in the centre of downtime of a quest. Can be a goal to reach or a random encounter in an unexpected place. They could be a trader of services or information for a price which could be a side quest or minor goal.
3 Uses – Service provider, Market dealer, Adventure site trader.
Provisions – Equipment and services; information dealer; GM lore mouthpiece; upbeat in an otherwise grim place.
Roleplay Tips – Cagey; bartering; potentially helpful; neutral.
The Influential
Description – The influential is a role play challenge often more than a combat challenge for the heroes. This often wealthy or powerful NPC can be the provider of big favours equipment or highly specialist services; often for a considerable cost. A lengthy negotiation or exchange (potentially a quest) is required.
3 Uses – The noble, faction leader, an anti-hero that must be bartered with.
Provisions – Side quests; a major social challenge; provider of soldiers, passage or major narrative assistance (favours); a potential limited use ally.
Roleplay Tips – Egotistical; opulent; commanding.
The Villian
Description – The villain is straight forward. The conflicting force that want to hurt the heroes. This is the end game boss for any adventure or campaign. They have plans that need to be stopped. Obstacles overcome before getting to them. They have resources and actively use them to conflict with the plans of the heroes.
3 Uses – Big bad boss, Contact betrayer, non-sentient Antagonist.
Provisions – Someone to stop; plans to end; large scale challenges to overcome; someone to hate; deadly combat.
Roleplay Tips – Hurt; egotistical; desperate; confident; ruthless.
The Guard
Description – The guard isa challenge to overcome, or a barrier to get through in some way. They are rarely the main villain, but do conflict with the heroes. They can represent anything from literal guards to hungry animals, rival adventurers and pick pockets in a market square to the boss’ lieutenant that needs defeating. They enlengthen a session and provide ways to spend and interestingly use resources for heroes.
3 Uses – Town guard, pickpocket, rival
Provisions – Someone to overcome; choice on how to overcome them; access to further plot threads and information; leverage to remove from a greater threat.
Roleplay Tips – Wary; loyal; antagonistic.
That’s it for now. I will write up more of these in the future!