One of the most important things Dungeon Masters should be
incorporating into their campaigns, is one of the easiest to overlook. I'll
admit I often struggle to work these into my campaigns, but if you succeed the
rewards in terms of immersion, and player interest, are huge.
I'm talking of course about Recurring NPCs. Minor
characters, that appear from time to time in the campaign. I'm not talking
about the librarian from which the party collects a powerful scroll for a
quest, or the mayor who hires the adventurers to slay a foul beast. Although
these are NPCs they don't necessarily make a great recurring NPC. Think of your
favorite TV shows, there is usually a few main characters, those who show up in
nearly every single episode, but there
are some that show up sporadically, a handful of times a season. These are your
recurring NPCs.
Nothing drives home to your players that they are playing in
a real, immersive world, more than having friends, acquaintances, and allies,
that exist outside of the player characters. A favorite barkeep who swaps
stories with them, a merchant who is willing to cut them a deal and give them
any leads to valuable hordes, a noble or thief who has taken a liking to them,
these are the characters that will make your players invested in your world.
Another thing recurring NPCs can be good for is driving
roleplay opportunities for players who need the extra push. If you have a
player who is a little shy around the table, or letting the louder voices take
a tad too much of the spotlight, a recurring NPC that is friends only with their character could be a
good option. When your party comes into a town, the NPC could seek out their
character, and take a liking to them, while distancing themselves from the
others in the party. This NPC could be a source of valuable information, giving
the shy player his chance to shine.
If you've seen Star Trek: The Next Generation, there is a
character on it named Q that is a great template for a recurring NPC. Q is a
powerful god-like alien who can appear whenever he wants, and leave just as
easily. He is incredibly powerful, and prone to boredom. In Dungeons and
Dragons, a powerful demigod, fiend, angel, planewalker, or wizard could be
similar. Coming and going when your players least expect it, often leaving situations
messier than they were before. Perhaps offering clues, or items to assist them
when they really need it.
Other good ideas for recurring NPCs are: mysterious
traveling merchant, shows up when and where he is least expected with strange curiosities
for sale, a retired wizard who knows most of the lore of the land and will
continue to tell stories to anyone who will listen, or a prince attempting to
pass himself off as a commoner in order to connect better with his people.
Recurring NPCs are a great way to keep your players invested.
You'll find that they wonder how world events affect their favourites, and try
to meet up with them when they're in the area. Create NPCs wherever your players go and make
small note to yourself, and if your players return try to expand upon that
character. Since player characters are prone to moving around frequently,
think about having powerful recurring
NPCs that can teleport or appear when least expected. Lastly, minor NPCs can
often be turned into major NPCs in a later adventure or campaign. This makes
your players far more invested in the story.
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