Non Player Characters | Nerdologists https://nerdologists.com Where to jump in on board games, anime, books, and movies as a Nerd Tue, 08 Apr 2025 15:33:31 +0000 en-US hourly 1 https://wordpress.org/?v=7.1.2 https://nerdologists.com/wp-content/uploads/2015/10/nerdologists-favicon.png Non Player Characters | Nerdologists https://nerdologists.com 32 32 Dungeon Master Tools – Social Interactions https://nerdologists.com/2025/04/dungeon-master-tools-social-interactions/ https://nerdologists.com/2025/04/dungeon-master-tools-social-interactions/#respond Tue, 08 Apr 2025 15:23:32 +0000 https://nerdologists.com/?p=9526 What makes a good social interaction? And how can you prepare? That's the topic for these latest Dungeon Master tools.

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We’re down to the final pillar of Dungeons and Dragons. So as a Dungeon Master, how do you make for good social interactions. And what tools can you add to your arsenal to create interesting and memorable NPC’s and interactions? This one is interesting because it requires less planning, in some ways, and more working on the fly, so let’s look into it.

Dungeon Master Tools – Social Interations

The NPC

Let’s start out with the NPC. How do you create a good NPC as the Dungeon Master? We already talked about this in world building. You can read about that here. But let’s recap it for the basics. You want to create an NPC, add in these things: Name, Defining Feature(s), Brief Description. That’s what you want to start with for it. Maybe add in an occupation as well so you can keep track of who is a shopkeeper, a quest giver, or any other role.

Again, the mantra is keep it simple as you plan out the NPC. If you want to add more to the NPC, add it in the moment. Give the NPC an accent, jot it down where you created your NPC at. That way you remember for next time, though odds are your players won’t remember either. But the big thing is keep your NPC creation simple so that you aren’t over planning and over engineering them.

Social Interactions

This one is tough to give a ton of advice on. The biggest thing to create good and memorable social interactions is to have social interactions in your game. Why, because it just requires practice. There are things like “Yes and” that we’ll talk about with social interactions, but it really is true across the board for your RPG as well.

But let’s face it, as the Dungeon Master the hardest element is coming up with things on the fly. And while you can plan out some combats, and you might know the direction of a conversation with an NPC, you can’t know how the PCs are going to interact with the NPCs.

The player character is being aggressive with the king, what do you do? They are asking about the shopkeepers family, what do you do? They want hire a street urchin as an informant, what do you do?

You need to be able to react in the moment. And you get better at that the more you do it. It’s a skill for players to, what happens if the king becomes hostile to them? But as the dungeon master, you can plan for that, you can’t plan for the players interacting.

Dungeons and Dragons
Image Source: Wizards

“Yes and”

So let’s talk about “Yes and”, it’s probably something you expected sooner. But this is an improv idea of going with the flow. If the players say, “I want to hire the street urchin as an informant” and that isn’t your plan, how do you go with the flow. “Yes and” is the answer. So let’s look at this example I’ve created.

Example – “Yes and”

Street Urchin: I saw the robber run down that alleyway.
Player: Thanks for the information. (pause) We think there is a group of thieves who just came into town, if you keep your eyes and ears open for anything suspicious we’ll pay you a silver a week for information.

As the Dungeon Master, this isn’t our plan, this is a one off NPC that we didn’t even plan ahead of time, now the players want to hire them. So we “yes and” it.

Street Urchin: Sure, I’ll help for a silver a week, but I’m not going to do anything dangerous, and I want a meal every time.

What We Did

So it threw us off our game, kind of. But we created some rules around it. The players now have an informant, it costs them a silver per week, it costs them a meal per week. And the Street Urchin has said that they won’t do anything dangerous. We created some guard rails around the character. And this being an unplanned NPC that matters now, it creates some of our world planning for the character.

Name: Street Urchin (until they ask for a name then have them name it)
Defining Feature(s): Always after a good meal and eager to chat, but is cautious if anything looks hard to do or dangerous since they can’t afford to get hurt.
Brief Description: They are a small, undersized human who is living on their own on the streets. They ran away from home after their village was attacked by goblins. As far as they know their family is dead. And they don’t have enough food or money to go back and find out. But they have been making it on the street by being careful and cautious around anyone who looks dangerous.

Other Social Tips

So what other things are worth noting about social interactions. Firstly, keep an eye on two things that the players do. Players will tend to find NPC’s that they like and NPC’s that they don’t like. Those are your key NPC’s for your game. When you need someone to give out a new quest, go with one of those, on either side. Because it is going to make it more interesting and gives you a framework for good interactions.

What do you do with them, let’s look at the different types.

NPC’s Players Like

So these are going to be the ones that you do a few different things with. The simplest is that the majority of them are just going to continue to be friends with the players. Let’s take the street urchin for example. They just want a friend, they are going to be nice to the players because the players feed them and give them money, they won’t turn on the players.

The next option is that you put them in harms ways. The players are going to want to protect them, so let’s again look at our informant street urchin. They try and be careful but these new thieves are good and realize that the street urchin is informing on them. So the group of thieves go and kidnap the street urchin to lure the players into a trap.

The final option is that you make them betray or always be evil. This is harder for the street urchin, in some ways, but the secret backstory could be that the street urchin is actually the head of the group of thieves and used them to get rid of a bad apple at the first meeting. And now they are feeding them just enough good information that the players trust them while they really are planning and executing a bigger and grander heist.

NPC’s Players Dislike

Now the flip can generally be true, in some ways. The NPC could just stay unlikeable and be a rival to the players. In fact, build them up as an adventurer who gets their own party and is beating the players to completing some things to really drive home that rival feeling. But that’s a rare case, mainly you just keep them antagonistic to the PCs.

It’s also fun, once in a while, to give them an interesting and truly heartfelt backstory. They are abrasive because they don’t trust adventurers. An adventuring party kidnapped their brother and made him work for them carrying around their packs and things like that. And they don’t know where their brother is, the adventuring party left and didn’t come back from an adventure so they fear the worst. But it comes across, until you get to know the NPC as just being mean to adventurers, which the players are.

Now, the final one is putting them in harms way. But why would the players care. Well, you need to tie that to more of the plot. They hire the adventurers to keep them safe, but the adventurers don’t like them, that’s some fun interactions. Or they get kidnapped, but they are important so there is a good reward for getting them back, can that tempt the players?

Final Thoughts on Social Interactions

The best advice that I can give is just do it. You are going to stumble, you are going to need a pause. I’ve ran a game where because of a social interaction we took a ten minute pause to use the bathroom, grab food, things like that. You don’t need to always figure it out on the fly, if you need to take the time to make it work, do that. And the more you have these social interactions the easier it will get. It might never be easy, but it will become easier.

Down to our final Dungeon Master Tools topics:

  • Meta Game and Players at the Table

And let me know if there are other things to cover as well that you want to know more about, or help with. I think that there are a ton of different things that new Dungeon Masters are curious about or that feel intimidating. So I hope that I can help make them clearer and simpler for you.

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Dungeons and Dragons Advice: How Much Do Players Tell The Story https://nerdologists.com/2021/02/dungeons-and-dragons-advice-how-much-do-players-tell-the-story/ https://nerdologists.com/2021/02/dungeons-and-dragons-advice-how-much-do-players-tell-the-story/#respond Tue, 02 Feb 2021 14:19:08 +0000 https://nerdologists.com/?p=5285 How much does the Dungeon Master tell the story versus the players in a game of Dungeons and Dragons?

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When people start getting into Dungeons and Dragons, I think one common idea is that the Dungeon Master tells the story and the players follow along. This makes some sense when you look at it from the outside. The Dungeon Master is running the sessions, keeping things guided, but is it the best way?

Player Involvement Benefits

There are some good reasons to have your players involved in the story telling process. The most obvious is that it keeps the Dungeon Master from having to come up with everything. Now, it doesn’t need to be large amounts of involvement. Naming places and NPC’s can be enough to help lighten the load.

Lightening the GM’s Load

But why do you want even that much help? Firstly, it keeps the players more involved in the game. Also, the character that they name, those are probably going to be more important characters to them as players. It helps create that instant connection with an NPC, because they named it. So if you have an NPC that you think will be important, have the players name that one. The same goes for locations, or even backstory for the NPC’s. It’ll make your job easier, and give the players more buy into everything that is happening.

Image Source: D&D Beyond
Directing the Story

To go along with that, it also is often important because the players can help direct the general direction of the story. This piece is a kind of scary benefit in the process. It seems like it should be a very safe one to have, but what makes it scary is that the players, you won’t know what direction that they will go. I said above that the named PC’s will probably be the most interesting ones to them, and it can help you lead the players along, but the players will also pick random NPC’s, plot threads, and more that they will want to explore deeper.

You don’t need to make these things tie into the main plot, but it can certainly tell you what direction the players are interested in taking the story. If you can weave the main plot into what they are interested in, that is going to be even better. Weaving it all together will really create a more interesting set-up for your players and give you a whole lot more buy in on what is happening in the game. It might mean that you need to switch up some of your big ideas for the game, but will also give you more ideas and a more fun game.

Develop Future DM’s

Now, this is less about the current game that you’re in, but there are a lot of DM’s who get stuck in that role for for a long time. This isn’t a bad thing, I love telling stories, and playing Dungeons and Dragons gives me a chance to tell a lot of stories. But having more player direction gives them a chance to flex that story telling muscle and learn the skills to become Dungeon Masters for themselves.

But How Much Is Too Much?

Dungeons Masters are sometimes accused of railroading their players. Railroading is a term where the story is on tracks and it can’t deviate to either that left or the right from what the Dungeon Master has in mind. Players can also railroad their own characters, but that’s a different thing for another time. To the other extreme is the sandbox, where players can do anything, go anywhere, and often times have to find their own story in that.

I personally believe that a good game is going to be a little bit of A and a little bit of B. Players need to have freedom to explore, and stuff like naming NPC’s, directing what they are most interested in, those are important things for long term buy-in in a game. On the flip side, if it’s too open, there are too many options and it’s overwhelming. They can go explore the swamps of despairs, the pits of agony, or the mountains of sorrow, that’s great, but why are they going there? Maybe they’d go set-up a flower shop in the Town of Happiness instead, it seems like a nicer place there. And sandbox, true sandbox, can lead to less of a focused storyline that is going to keep the players engaged.

Image Source: D&D Beyond

So, it’s a balancing act between the two. You want player input because that’ll keep them invested, but hand over the reins too much, you end up with too many choices and the players lose interest because there is no focus. For the Dungeon Master, to become a really good one, I think finding that balance for your group is important. Some groups will want more structure, others will want less, but yes, it is a collaborative journey in story telling at all times.

The Takeaways

To me one thing stands out as being the most important, and that is Dungeons and Dragons being a collaborative process for story telling. Players need input to stay involved, but the Dungeon Master needs to provide story to guide the time. Like I said above, the ratio changes depending on the group, but it’ll always be that way. Even with a convention one shot game, a scenario might be serious one time for one group and light hearted the next time. So even in those cases where the story is heavily planned, the Dungeon Master still needs to be able to adjust tone and other elements as you go along for the group you have. The Dungeon Master needs to take cues from the players on how much collaboration there is, and the players need to take cues from the other players and Dungeon Master as well in this process.

What amount of player collaboration do you have in story telling in your Dungeons and Dragons games? Do you want more?

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Friday Night D&D – The Lost City of Zenefil https://nerdologists.com/2020/05/friday-night-dd-the-lost-city-of-zenefil/ https://nerdologists.com/2020/05/friday-night-dd-the-lost-city-of-zenefil/#respond Fri, 22 May 2020 13:04:59 +0000 http://nerdologists.com/?p=4396 Like normal, I’m stealing slightly from something that I’ve been watching. Into the Badlands. The world has “ended” after something happened and there’s this Badlands

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Like normal, I’m stealing slightly from something that I’ve been watching. Into the Badlands. The world has “ended” after something happened and there’s this Badlands split up and ruled by barons in the show, but that’s not what I care about. What we’re caring about here is this city of Azra that people know about in the show and believe to be some paradise that they can maybe find and escape to.

In our case we have our city of “paradise”, Zenefil, and there’s a deity in the world who has created this for the adventurers to find. Now, that sounds great for our adventuring party, but the world otherwise really sucks. There are powerful chromatic dragons that are ruling the lands with fear.

Image Source: D&D Beyond

So this is clearly going to basically be the whole thing getting to the paradise of Zenefil, but generally if something sounds too good to be true, it probably will be. And the deity should definitely have put a limit on how many people can actually get in. So while I said adventurers, everyone and their mother is going to consider themselves adventurers and probably be willing to kill to try and get there. Plus, then you’d have the dragons who would be trying to stop the people from leaving because they need subjects to torture or it’s just dull.

Beyond the dangers of the other people going and the dragons, I’d make it sort of a puzzle/mystery sort of thing where players need to figure out clues and decipher things that the deity is giving them in order to eventually make their way to Zenefil. This will do two things, it’ll weed out some of the weaker NPC’s that they might run into for a while so it becomes less chaotic, it also kind of gives you points of timing for other NPC’s. Beyond that, it allows you, the further they get away from the dragon kingdoms towards Zenefil, they should start seeing more monsters and natural things like that.

You can also add in less natural things as well, depending on what you want to do with Zenefil. Do you want it to be an amazing sanctuary and refuge against the dragons, or do you want it to be a equally as bad, if not worse place. Now, you can have the players need to fight at this point and try and defeat the deity or the deities monsters/henchmen.

This is going to be more exploration focused in some ways as your clues can lead them to various landmarks along the way and put them into unique situations. Also it’ll be an exploration into what the player characters are deciding to do with the other NPC’s that are running about as well. I think that there’s going to be a lot of interesting stories to tell with that, will the PC’s help some less fortunate NPC’s, will they leave an NPC that is injured out there who can be brought back as a nemesis? Is there another group that is their arch rivals? Play around with those emotions and groups of people, heck, even family members.

So, would you run a game like this? Would this be something that you’d do for a whole campaign? For me, this is a higher level campaign, or the second arc of a campaign. If you can set-up the dragons as rulers in the first one somehow, then you could create the paradise/Zenefil part as the second arc at a higher level. It would give the players less competition and more reason to not just worry about their own survival.

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Pillars of D&D (Part 3 Social Encounters) https://nerdologists.com/2020/05/pillars-of-dd-part-3-social-encounters/ https://nerdologists.com/2020/05/pillars-of-dd-part-3-social-encounters/#respond Tue, 12 May 2020 13:14:44 +0000 http://nerdologists.com/?p=4363 Just a quick recap of what’s come before, there are three different pillars to Dungeons and Dragons, according to Dungeons and Dragons. Those are Combat,

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Just a quick recap of what’s come before, there are three different pillars to Dungeons and Dragons, according to Dungeons and Dragons. Those are Combat, Social Encounters, and Exploration, you can find an overview of everything here. Then I went on to talk about what can be often the main pillar of Dungeons and Dragons, which is Combat. Today we’re going to be looking at probably the next strongest pillar, and that is Social Encounters.

So what are Social Encounters?

It can be talking with the shop keeper to learn about her in order to figure out ways to get a better deals on things. It can be searching for clues to solve a mystery or trying to seduce a dragon, because you’re a bard and in way over your head.

While combat is more “roll play” the Social Encounter aspect is more role play. Like in combat, most social interactions are going to have some point to what the characters are doing. While they might end up talking to the wrong person in the bar for a little bit, give them some interesting information about what’s happening or maybe a new quest. There is a bit of a temptation to make everyone into a quest giver or everyone have something useful, but that isn’t always needed, give yourself leeway to make Social Encounters, like we talked about with Combat, something interesting.

Image Source: D&D Beyond

So, like I did with Combat, here are some things to help keep Social Encounters interesting.

  1. Make it Part of the Story
  2. Balance Characters Being Truthful With Characters Who Are Liars
  3. Give Players What the NPC Thinks Is The Answer (Unreliable Narrator)
  4. If The NPC Doesn’t Know The Answer, Give The Players Another Option
  5. Characters Who Know Nothing Should Still Know Something
  6. Find The NPC’s Your Players Like And Reuse Them

1 – Make It Part Of The Story
First is pretty simple, even a random interaction with someone on the street can progress the story. Now, it doesn’t need to always, you can have the moment where the players realize that a character doesn’t know anything, but even that should progress the story. If the Archmage Deniphil sent the PC’s to talk to Lord Zuzu and Zuzu knows nothing and doesn’t even like Deniphil, well, maybe Deniphil sent the players away for a reason. Another example of this would be the Towers of Gods Session 2 that I just wrote about here. They are looking for two spies out of twelve different students, which include themselves, so two out of nine most likely. That means that they are having a lot of conversations that won’t reveal a spy to them, but it’s setting up a dynamic, friendships, enemies (?), that they’ll have to deal with in the story. It isn’t some big dramatic plot moment happening in each of those conversations, but it’s going to inform story going forward.

2 – Balance Truthful and Lying Characters
To me, this is one of the biggest issues that DM’s can run into with NPC’s. And that’s striking the right balance of the truth and the lies that the NPC’s are telling. More to come on the truth in point three, but here we’re talking about balancing the two against each other. The pitfall is that DM’s can have too many NPC’s lie, that’s the issue where it’s a bigger direction. That will mean that you’re PC’s/Players are going to start to treat each social interaction as an interrogation. Which, if you then throw a truthful NPC in front of that, now the PC’s are going to create enemies of NPC’s that maybe should have been their friends. So balance out the two, and by that I don’t mean an even 50/50 split, that’s lying too much. Use lying sparingly with NPC’s who have something to hide, even if it isn’t what the players might think it is. And using lying is even better when it seems like it could be a betrayal as well.

3 – Unreliable Narration
So, we just talked about lying, but I want to talk about the perceived truth at this point. And that’s talking about the unreliable narration of NPC’s. Much like in real life if you were to show people a scene and then ask them questions about it, separately, you’d get a wide variety of answers about things that might seem obvious. Two people who see a robbery happen might give very different description of a thief. Heck, a Gnome is going to see someone as much taller than a 6′ Dragonborn would. So let them get the general details right but get some specifics wrong here and there, and have them be inconsistent with others if it makes sense. This, unlike lying, isn’t being used to trick the PC’s. This is being used because NPC’s shouldn’t have photographic memories and remember every detail every time. There should always be something in there that can help point the PC’s to the right person that they are looking for, or the actual events of what happened.

Image Source: D&D Beyond

4 – The NPC Knows Someone
So, sometimes it just makes sense that a NPC wouldn’t know anything. Maybe the players are talking to the wrong person in the bar. Or maybe the person, Lord Zuzu is clueless about where all the money in his land is going. That’s fine that those characters don’t give any story information to the PC’s. But they should be able to point the PC’s forward somehow. Get them closer to the person that they need to get the information from. Lord Zuzu might not know where the money in the land is going, but he’d have a treasurer that would be doing that for him, and he’d know who the treasurer is. The patron at the bar might not know anything, but if the PC’s are at the right bar, the NPC or bartender overhearing everything, will be able to point the PC’s in the right direction. I’d use this sparingly, unless you’re meaning to walk the players through several social encounters to eventually end up with the right person.

5 – No One Knows Nothing
To tie into the previous one, no one knows nothing. Aka, everyone knows something. I just got done talking about how the NPC should be able to point the players to the next person until they get to the information they want. But that isn’t always going to happen. In those cases, if the NPC doesn’t know who they should go to next or anything about what they are looking for, they should still know something interesting. This can be a side quest thing, this can be a contact that they know, it can be that they know about building ships or what mushrooms are edible. No one is going to just be a generic grunt who is able to lift things and punch things and know or care about anything else. Every NPC should have their one thing. This gives the players NPC’s to talk to in the future so that when they find a grove with thousands of mushrooms growing in it, they will remember that the one random NPC they talked in the bar and didn’t know anything useful then was an expert on which mushrooms are edible. Use this sparingly, it’s less interesting, and should maybe be in a situation where the players are going to be talking to a lot of NPC’s in a session to find the one they are looking for because they don’t know enough to narrow their search.

6 – Reuse the Popular NPC’s
Finally, but maybe as important as keeping it tied into the story somehow is keep track of who the players are attaching themselves to as a favorite NPC. Is there someone that they are trusting? Is there an interaction that people seemed to be having the most fun with? Reuse those NPC’s, even if they were just a one off NPC that you didn’t think was ever going to matter and you made up on the fly, if the players and PC’s love them, use them again. If the PC’s are tormenting them, use them again. Whomever the PC’s and players have a strong reaction to whatever way it might be, use them again. This can also give you future plot hooks if something happens to a favorite NPC or maybe a least favorite, but somehow beloved for how bad they are NPC is being framed for something. It’s going to give you leverage to get buy in on story hooks if the players care about the NPC’s that they are after or helping with.

I said that I was going to give some examples of this, and I think that Social Encounters are hard to give examples of because they should be closely tied into your game, so instead of an Encounter, here are some interesting NPC’s.

Marathe
– Shopkeeper
– She Likes to Smoke
– Doesn’t Like to Haggle
– Claims to have the best priced potions in town
– Was a fairly well known adventurer before something happened to her adventuring party

Golden Farb
– Investor
– Loves Money
– Very Shrewd with money
– Always on the lookout to make more money
– Will invest in questionable things but would never admit to it

Mic Taloc
– Barkeeper
– Warlock
– Bar Looks Normal But Actually is a Haven for Warlocks
– Willing to help Warlocks in Trouble
– Can Put You In Contact with Someone To Make a Deal

What I was trying to do creating those NPC’s is that they are all going to have something that they know. Marathe might be able to tell the players where a lost temple is, but also might have a bit of a history and some baggage if the players snoop around what happened to her party. Golden is going to always being try to show off his best side, so anything on a subject that’s questionable, he probably won’t answer. Mic is going to be able to help in a very specific situation when asking about Warlocks, but only if he thinks that you won’t be hurting or are targeting Warlocks.

Just by doing something as simple as that, you are going to have more interesting NPC’s, five simple things that are going to make them unique and hopefully more memorable. And, hopefully, even out of those three NPC’s, one of them will stick and be someone that the players are interested in dealing with or will consistently deal with in the future.

What are some memorable Social Encounters that you’ve had in your games?

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