A Primer for NPCs - Freeform Role-Playing in Embers
Embers
, a live-action role-playing game, by Embers Productions
Copyright 2000, Embers Productions. All rights reserved.
An NPC is a Non-Player Character, which is an often-misunderstood term. It really boils down to whether or not someone is considered a "player" or a supporting cast, to use movie terms. What this means is that the NPC is there to drive the plot is specific ways that make the main characters of the game experience all of the dramatic highs, lows, twists, and turns that take the series of experience they have and give them a sense of purpose, cohesion, and underlying flow. Put simply, the NPCs are there to make the game better for the PCs by aiding the GMs.
With that understanding of what NPCs are there to do, it is now incumbent upon us to answer the next logical question: How do NPCs help the PCs have a better game?
Unfortunately, the answer is not well defined. It is a lot like asking "what makes something good?" - inevitably, is become a subjective matter and therefore open to interpretation. Instead, we'll discuss ways that we feel we can help you, as prospective NPCs, feel more empowered to make your exploits better within the context of our goal.
Our Goal
In Embers, we have but one goal that guides our sense of how NPCs make the game better:
Immersion.
When the game environment is rich and detailed, it becomes a prettier thing to look at, more fun thing to interact with, and more believable gaming experience. To this end, there are many things an NPC can do to add to the immersive environment
- Costuming - the more elaborate and appropriate your costume is for the character you are playing, then the more likely the players are to notice the character instead of the player who plays him or her. Certainly, the more you can do then the better it will be, but one need not have the entire get-up in order to make a great impression. For instance, if you are playing aging war hero, it is not necessary to wear an entire suit of rusty armor. Instead, find a piece of cloth that may act as a tattered tabard, perhaps add some holes and mud to it to show its age. A matching sash tied over the shoulder, draping diagonally across the chest will give the impression of a uniform. Additionally, try to include elements that are appropriate to your character's idea. If playing a spirit of air, drape yourself with a light gauzy fabric and let your hair down or out in a wind-blown manner.
- Stay in character. Sometimes the humor of a situation is so overwhelming that you just have to crack a smile. This happens to the best role-players. But it is always good to try and keep your focus and do not let your inner giggling betray the somber exterior you are supposed to be maintaining. It is worth noting that breaking character is VERY contagious - the more you do it, the more others will do it, too. If you must break character, say to talk to a GM or to go to the bathroom, then fabricate a reason why you must depart present company.
- Know clearly what it is you are supposed to be doing and make sure you understand the importance of it to the game. You cannot predict the intricacies of human behavior with enough accuracy to know exactly what other people will do at any given time. By knowing what purpose you serve by being around or by doing certain things, you give yourself information that will allow you to improvise if things do not go to plan. If the GMs haven't told you enough information, then stop them in their tracks and make them do so.
- Involve others in your exploits. Even monologues have an audience. It does more good to help others have a good time if they are somehow involved or witnessing your goings-on. If you are supposed to get caught with your hand in the cookie jar, make sure someone will be there to catch you. In the rare times when secrecy is your Out-Of-Character goal as well as your In-Character goal, then yes, quite obviously, this rule has limited value. But most of what will be going on in Embers can and SHOULD be done out in the open.
- Reduce your dependency upon out of game reference materials. If you need to know a particular aspect of game culture, read about it before hand in the published materials. If you know you are going to get into a combat with another, read up on the rules so that you are familiar enough with the procedure so that you need to ask less questions.
- Above all else, have fun. When you have fun, others have fun. The only caveat here is that your fun should ideally not come at the expense of others' fun. Make your best judgement call when this issue gets fuzzy.
What Else?
The game world is rich and includes a host of fantastic and mythical places and elements in it. Unfortunately, our imaginations are larger than our availability allows. We all are mitigated by time. That's why we need visionaries like you to help us bring our characters to all the fantastic places that our story takes them. And that's another arena where you can help out.
Know that we at Embers very much consider our NPCs partners of sorts. You are actually helping us to tell smaller parts of a larger story and sometimes that story needs a tech crew to create and stage. This means that we are very interested in knowing your opinions and creative input to the game (albeit of course on a more localized level than a regular GM) - you make the game that much better for everyone involved. If you find yourself wanting to do some creative dramaturgy for us, then we're glad to share our thoughts with yours and see what fun we all can have.
Our needs in this arena are slight towards the beginning of the game, but are potentially grandiose as the game continues. Talk to us more if this interests you (and by all means read the documents we have on
What's Where and Umbral Locations).
Contact Us
Creative self-starters wanted. Prior experience a plus, but not required. Art is its own reward, but having an audience of many players makes it all so sweet. E-mail to
embers@limey.net