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Pathways Player's Guide
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NPCing for Dummies

So you want to be a Valuable NPC?

Whether you don’t have an idea for a character yet, like the concept of free gaming, or just want to help out for the weekend, NPCing can be a lot of fun. There are a few things, however, that distinguish the “crunchy” NPCs from those who get complex, recurring roles.

  1. Don’t take NPCing as a chore. Really, I can’t stress this one enough. People who complain about NPCing really shouldn’t NPC. Remember, everyone chooses to NPC or PC, and even if you think your character would have been perfect for the plot that is running today, now is not the time to complain. NPCing can also be a lot of fun if you do it right. Normally, you have one character that you can play in a day, and maybe 2-3 in a game world. NPCing can give you the chance to take on new roles and expand your character development in ways that PCing cannot. Also, NPCing can be very valuable for figuring out combat tactics, strategies, and character ideas for beginners. With the right plots, you can get a good mix of what it is like to be a healer, a tank, or a nuke, as well as several roles, from villain to guardsman to villager. Granted, most of the characters you play won’t have as huge amount of play time as a PC would, but this can give you a chance to think of a new character concept, whether this is your first character or your fifth.

  2. Tell Plot if you are going to NPC. Whether this means signing up for being a permanent or semi-permanent part of monster camp or just telling the head of plot, “I plan on NPCing this weekend,” this can be a really big help. Usually, it’s also how you land the bigger NPC roles. If you are good at playing the big monster, or the strong fighter, or know every incant in the book, plot people who are aware of your talents can plan on using them for plot if you tell them in advance. Along these same lines, don’t tell plot you are going to NPC, and then either PC or don’t show up. Plot can’t force you to NPC just because you said you would, but by doing this you’ve made plot’s job 10 times harder, since they thought they could rely on you. Odds are, if you tell them you will NPC later, they won’t take you as seriously next time and not give you a major part in the game.

  3. Follow Directions. Remember, your job is to help plot run the game, and plot’s job is to tell you what to play. If Plot tells you to play an innkeeper in the middle of the zombie-infested graveyard, assess the situation. If the PCs will be around the corner in 3 seconds, enter the role and don’t ask unless you are REALLY confused. If the PCs are in combat at the moment, a quick question on why he’s here and what he adds might be in order. Get character development where you can, but also know that you sometimes just have to follow orders and roll with the punches.

  4. Improvise. On the surface, this may seem the opposite of the previous direction, but it really is necessary for it. If you have to ask the plot person every three seconds what your character is doing, you need to do a little bit of improv work here. Sometimes, there just isn’t time for a full briefing, the normal NPC for a role got sick or skipped out, or something else has happened. Do keep in mind that important parts should be played up as important, and less important ones should perhaps not distract the PCs too much, but when a plot person knows that they can trust an NPC to role-play well and to add flavor and development to a scene, it can lead to much more interesting parts later on. Sometimes, a small description change is all that is necessary (or possible) or a small character flaw is to be added. Play the cowardly ork, who charges in only because his commander will kill him if he doesn’t. Play the zombie with a hand that’s been ripped off and is stabbing people with his forearm. Have the vile acidic monster burn off it’s own leg to escape the net spell if you think the combat was too easy. Plot people like being able to rely on NPCs to make their own judgments, and if you want to become a member of an existing plot-team, consistently NPCing with a good record for improv can be the best way to do it.

  5. Play what you are given. Improvising is good, but keep the intent of the plotline going. Zombies should mindlessly attack the PCs, not be ninjas that dodge back and forth, weave in and out of combat, and shout cutting retorts at their enemies. Unless you are told to play it that way, of course. Keep in mind the intent of the module when you come in to play. Snarling and snapping may be good role-play for the freakish mutant aberration that just walked around the corner, but is probably not suitable for the Rinn Warrior that is defending his post.

  6. Don’t worry about dying. Even if you are an important character. Worry in character, but remember that if you are an NPC Mongrel, the odds of death are pretty high. PCs have a tendency to kill everything they walk into on a trail without question, whether good or evil, and if you are playing something they have killed previously than this is doubly true. Don’t worry about it unless you are told to, and don’t feel bad if you are killed. You probably will be. Several times.

  7. Know your limits. Sometimes, a monster is put in there which is WAY too powerful, or overbalancing, or something else. If Random Encounter A schooled the whole party, then something bad happened there. Granted, sometimes things go that way. Planning, strategy, and intent can be big factors, but keep a few things in mind. First, unless you have been given the go-ahead by plot, not all monsters are killing blow active. Some may, in fact, heal the party after a certain event happens. One monster I played deliberately healed players, and then possessed their bodies, only being able to possess the unconscious, not the dying or dead. Others I played ate magic items, and would only KB spell casters, actually healing those who couldn’t cast spells after eating their items. Most unintelligent monsters don’t bother to KB, unless they do it in an odd fashion. (“1 I eat his brain… 2 I eat his brain…”) If you feel a NEED to KB a PC, (say, the whole party is completely unwilling to get within 10 feet, or throw a spell, and their wounded comrade is right there) make sure to say it slowly and in a clear, loud voice. Give them a chance to fight off the monsters, or else it’s no fun. Especially for the guy on the ground.

  8. Know a little about the rules. At very least, know what your effects are and what rules follow death in the game you are in. Most of the deaths I have seen have been either PC-based (PCs killing other PCs) or due to an NPC (or plot person) not knowing a rule. Know the rules well enough that you can play what you need to. KBing someone in Pathways is only a little worse than dropping them to –1. Whether KBed or not, any character can be restored by a simple 10-count that most healers know. In Scions it’s a bit more drastic. Unless they are one of a bard’s patrons or someone picked up first-aid (surprisingly few do) then a character may have a hard time getting brought back up. However, you can drag a person 5 feet after a KB in Scions, whereas in Pathways this leads to an automatic reclone.

  9. If you don’t know, ask. Unless you are a Guide, you might not know the answer to a question. Ask one. That’s what Rules Guides, Spell Guides, and Weapon Guides are for. If you’re not one, and don’t know the answer, just find one who is available.

Tony Parisi

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