Today I want to share one mnemonic I learned in improv that helps establish scenes and brings NPCs to life. It helps when I need to create an NPC on the spot and breathes pizzaz into any generic shopkeeper or street urchin. It helps give named NPC 41 in a published adventure a personality and backstory without panic. It keeps you calm当玩家锯齿和你期望澳门金宝博平台他们字形。一个ll you need to do is think, “LARCH.” That’s Location, Action, Relationship, Characterization, and History.
When it comes to meeting an NPC, the first thing you should establish is their location. Where an NPC meet the player characters says a lot about that NPC. For instance, if the characters get an invitation to meet the NPC for a meal, do they dine in the common room of a run down tavern, the private club room of an upscale establishment, or the NPC’s home (which could be a home-cooked meal in a shack or a feast prepared by servants in a mansion)? Do they meet for breakfast, lunch, dinner, or afternoon tea? If the characters meet the NPC on the street, is a shadowy alley, paved main street, or trail in the wilderness? All of these details say quite a bit about the NPC by showing the characters where they feel most comfortable. Before you get into describing the NPC, describe their location.
NPCs do not stand around and wait for the characters to approach them. They’re busy people! The evil cult leader is in performing a sacrificial ritual or reading an ancient tome or taking a nap when the characters roll up to her hidden swamp cave. A busy noble asks the characters to join him in his carriage as he rides from one appointment to the next. An urchin begs passersby for copper pieces as she shares rumors with the characters. A scientist browses through some album covers in a record shop as she casually passes the player characters her secret formula. Actions speak louder than words and clue the players into each NPC’s personality. By deciding what actions your NPCs are taking when they meet with PCs, it helps you as the GM settle into that particular character as well.
NPCs should know other people and places in the world beyond the player characters. During conversations with the PCs they should mention friends, acquaintances, enemies, rivals, family, celebrities, favorite dining establishments, inns to avoid, and more.It is most fun to connect new NPCs to people and places already known by the characters. If the adventurers are referred to the NPC A by NPC B, NPC A should mention NPC B’s name and how they feel about that person.
你开始，当你这样做填写您的世界，新的连接和有趣的关系和情节。如果NPCç讨厌NPC乙谁是朋友与NPC A，那么赔率是NPC C也恨鼻咽癌......但也许不是！（那不是很有趣吗？）形成这些关系有助于将它们连接到世界上建立的NPC角色，同时建立了你的世界。它还可以帮助角色获得的谁是你的NPC是超出了他们的自我呈现的想法。如果好心奶奶恨高贵的圣骑士，一个人可能不是表里如一。
Your NPCs didn’t just suddenly appear in the world. They have been living in it their entire life (probably). What accomplishments do they still talk about that exist in the world at present? How do they feel about big world-shaking events of the past, or even smaller events, like what the PCs did on their last quest? NPCs should have feelings about events that transpired before they met the characters and should have an impact of their own (no matter how small) on the world. If the merchant up and leaves town because the PCs threatened him, how does the rest of the community react to see their favorite bait and tackle shop close its doors after 20 years because some hooligans scared Mr. Potter? Just like relationships, when you create history, you’re defining your NPC and worldbuilding at the same time.