Non-player characters are tricky to describe in an adventure. Consider the following: What do they want? How do they react to PC requests and other interaction? How do they respond to trickery, diplomacy, intimidation or violence? #dnd
Just as with encounter, a one-size-fits-all format doesn't work for NPCs. Change how they're presented in response to how they're used. If you have someone giving you a quest, it's a different format to a NPC-as-villain, or a NPC-as-reluctant-ally! Write differently! #dnd
The more freedom players have with their actions, the more attention you need to pay to detailing NPC reactions. If the PCs are given the goal of "discover from Bob who the traitor is", consider how Bob reacts to various actions and detail them. #dnd
"Bob is a kind person who wouldn't harm a soul" doesn't tell me that much when the PCs break into his place and start intimidating him. "Good" DMs can make something of that, but try not to assume you'll have a "good" DM. Give the DM help in your adventure text. #dnd
"Bob tries to flee if confronted aggressively" and "If threatened, Bob begs for his life while trying to mislead the party" both give far guidance for the DM. You don't need to cover everything, but broad strokes are better than none at all! #dnd
NPCs tend to exist in three variants: "one-use" NPCs that only appear in a single encounter; "important to adventure" NPCs that appear throughout an adventure, and "recurring" NPCs that appear throughout a campaign; each is treated differently. #dnd
With a "one-use" NPC, you probably control how and why the PCs encounter that person. So, it's much easier to give detailed guidelines of how they react. #dnd
With an "important to adventure" NPCs, their actions are typically very important for the entire adventure structure. In that case, you need guidelines on their overall goals and how they try to fulfill them - mainly because PCs will upend their initial methods! #dnd
Once you get to the "recurring" NPCs that go over a campaign, if they have any level of importance they'll likely spend at least one adventure heavily featured; apart from that, personality is important just for how they present to PCs. #dnd
Where to present the information about an NPC is also tricky. In general, if they appear in one encounter, put all their information in the encounter, with an general description of the NPC in a sidebar, and specific actions in main text. #dnd
If an NPC appears several times in an adventure, describe in the introduction who they are and their importance to the adventure, as well as overall personality and motivations. In individual encounters, explain the role of the NPC for that encounter, plus their actions. #dnd
As a DM, I don't want to search to discover who an NPC is and why they're relevant. A few of the S8 DDAL adventures are very bad about this, with information scattered over three or four places in the text. #dnd
Also: Try to limit the number of NPCs that serve important roles throughout the adventure. DMs and players are typically very bad at remembering them. Watching people struggle through investigations is hard enough when they're not also trying to remember imaginary people! #dnd

• • •

Missing some Tweet in this thread? You can try to force a refresh
 

Keep Current with Merric Blackman

Merric Blackman Profile picture

Stay in touch and get notified when new unrolls are available from this author!

Read all threads

This Thread may be Removed Anytime!

PDF

Twitter may remove this content at anytime! Save it as PDF for later use!

Try unrolling a thread yourself!

how to unroll video
  1. Follow @ThreadReaderApp to mention us!

  2. From a Twitter thread mention us with a keyword "unroll"
@threadreaderapp unroll

Practice here first or read more on our help page!

More from @MerricB

Oct 29, 2021
I delight in running all levels of Dungeons & Dragons. There are always interesting challenges you can throw at the party, and they can always surprise you with their solutions.
I find nothing better than setting a challenge without knowing how to overcome it, and watch the players invent something in front of my eyes.
As the DM, you are the interpreter of the adventure environment. You should have a good idea where the key elements are, and then be able to extrapolate where additional elements are.
Read 26 tweets
Oct 29, 2021
The characters have found a nest of Iuz warriors in the middle of the Sea of Dust!

What are they doing there?

Marvel at my incredible map-making skills!
Using @newbiedm's fireball template!
If you see the grey squiggles, they represent where the roof still exists. Some of the PCs fly, so this is going to be interesting!
Read 5 tweets
Oct 28, 2021
I've just been reminded that one of the most significant changes in 3E from what came before was to make it much harder for high-level monsters and characters to resist spells.

We're still living with those effects.
In AD&D, a very high-level fighter needed a 6 to save vs a fireball. There was nothing the caster could do to change that number (as I recall).
Add in magic (cloaks of resistance, rings of protection) and the fighter was only failing to save on a natural 1.

And this really changes how magic works.
Read 10 tweets
Oct 28, 2021
One of the fun things I'm doing with my new Castle Greyhawk campaign is introducing the idea of the characters being "Weekend Adventurers".

It's a week of downtime (which they spend on activities) between each session.
So, the rogue spends the week committing crimes, and then goes for a dungeon adventure on the weekend.

The druid and dwarf spends their weeks gambling, and then goes on an adventure looking for money to replace what they lost.
The druid and dwarf began off by working, but once they started making money from the expeditions, it was carousing and gambling instead!
Read 4 tweets
Oct 28, 2021
In the early days of Dungeons & Dragons, the XP tables were designed so that characters went from 1st to 9th level relatively quickly, and then slowed down.

Gygax suggested that it take 40-60 sessions (a year of play) to reach level 9, then a gain of 2-3 levels a year after that
Meanwhile, Hit Point acquisition slowed down significantly after "name" level. Magic-Users gained a solitary hit point per level thereafter!

However, the power of magic-users (number of spells, etc.) kept increasing significantly.
I think it's fair to say that the various designers of D&D during the early days weren't sure WHAT to do with the higher levels. There was a structure there, but most of the game was aimed at levels 1-9.
Read 9 tweets
Oct 13, 2021
Trap silliness: in one of my dungeons, a group of kobolds lived in a room where they’d set up a swinging log to hit anyone entering the chamber. I think it was possible to detect, but my players didn’t, and so triggered it before being swarmed by kobolds.
The players survived the experience, and then, because players, painted a smiley face on the end of the log and reset the trap. Then left.
Several months later, they returned to the dungeon, some new players, some experienced, and looked down at their map upon which one room was marked with a smiley face. “Let’s go there, they said!”
Read 6 tweets

Did Thread Reader help you today?

Support us! We are indie developers!


This site is made by just two indie developers on a laptop doing marketing, support and development! Read more about the story.

Become a Premium Member ($3/month or $30/year) and get exclusive features!

Become Premium

Don't want to be a Premium member but still want to support us?

Make a small donation by buying us coffee ($5) or help with server cost ($10)

Donate via Paypal

Or Donate anonymously using crypto!

Ethereum

0xfe58350B80634f60Fa6Dc149a72b4DFbc17D341E copy

Bitcoin

3ATGMxNzCUFzxpMCHL5sWSt4DVtS8UqXpi copy

Thank you for your support!

Follow Us on Twitter!

:(