[Sorry for the delay between parts in this series. I had a couple of projects spring up unexpectedly that ate into my time and motivation. I'll try to be faster getting my next post out.]
Your campaign should revolve around the actions of the PCs, even when your campaign’s world does not. Anything that does not engage them is colour — something that adds depth and texture to your game, but has no real impact. In this spirit, any full NPC — as opposed to a character that provides colour — should affect the PCs’ lives.
The simplest way to ensure that an NPC has an effect is to ask, “What does this NPC want from the PCs?” If you make sure that you have a good answer for this and you play the NPC in a manner consistent with your answer, you will almost guarantee that the NPC will affect your PCs lives. The answer will also provide the core of the NPC’s role in the campaign, go a long way toward making the NPC interesting to your players, and provide clear guidance when you need to improvise the NPC’s actions. It can also drive conflict in your game.
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