What is an NPC? Understanding Non-Player Characters in RPGs

One of the most fundamental aspects of tabletop role-playing games (TTRPGs) is the concept of the Non-Player Character, or NPC. But what is an NPC, really? It seems like a simple question, but the answer can be surprisingly complex and depends heavily on how a Game Master (GM) chooses to run their game. Understanding the true nature of NPCs is crucial for creating engaging and immersive gaming experiences.

Defining the NPC: More Than Just a Background Figure

The acronym “NPC” stands for “non-player character” or “non-playable character.” Essentially, it refers to any character in a game that is not controlled by a player. Instead, NPCs are controlled by the GM, who acts as the narrator, referee, and voice of the game world.

However, the term NPC has evolved over time, especially with the rise of video games. In video games, NPCs are often viewed as non-hostile characters who provide information, quests, or services to the player. This distinction between “enemies” and “NPCs” has seeped into tabletop RPGs, leading some GMs to differentiate between the two.

But should we? Is an enemy not an NPC? What about a natural disaster? Where do we draw the line?

Furthermore, the concept of interactability further complicates the definition. Consider a deity who bestows blessings upon the player characters (PCs) without direct interaction. Or even the long-dead architect whose dungeon the PCs are exploring. Do these count as NPCs?

The Real Definition: An NPC is What You Role-Play

The most accurate and useful definition of an NPC is this: An NPC is anything in the game that the GM actively role-plays.

This means that the GM makes decisions for the NPC based on the game situation and the NPC’s motivations. This definition encompasses a wide range of entities, from kings and blacksmiths to goblins, ghosts, gods, and even giant spiders.

Role-Playing: It’s About More Than Just Talking

To understand this definition, we need to clarify what role-playing actually is. It’s not just about speaking in character or improvising dialogue.

Role-playing is the act of putting yourself in the mind of a character in a hypothetical situation and making the choices that you think that character would make if it were real. It’s about making decisions based on a combination of the situation and the character’s motivations.

This means that even non-human entities can be NPCs. A GM can role-play a pack of spiders protecting their eggs, making decisions based on their instincts and the perceived threat of the PCs. Similarly, a GM can role-play a living city, making decisions based on its own unique motivations and desires.

NPCs as Game Elements: Function vs. Emotion

In adventure design, NPCs often serve a specific purpose, such as delivering exposition or providing quests. The dragon king, for example, might exist solely to tell the PCs about his kidnapped daughter and offer them a reward for her rescue.

However, if the dragon king only exists to deliver exposition, he is not really an NPC. He’s just a robot, a glorified dialogue box. And if all the characters in our game are just robots, the game will feel lifeless and unengaging.

Why NPCs Matter: Emotional Investment and Compelling Stories

So, why does it matter if our dragon kings and shopkeepers count as NPCs? Because NPCs are essential for creating emotionally engaging games.

RPGs have two sides: Role-Playing (RP) and Gaming (G). The RP side is about the story, the emotions, and the human connection. The G side is about winning, achieving goals, and overcoming challenges. Both sides are important, and a successful game balances them effectively.

Stories are about people, even stories about elves, robots, and monsters. We connect with stories because they reveal something about ourselves or the human condition. A well-structured game requires NPCs that serve a function in the story, while an emotionally engaging game requires NPCs who make the players feel that they are real.

The Simple Trick: Don’t Run the Game, Run the NPCs

The key to creating compelling NPCs is simple: Don’t run the game, run the NPCs.

Instead of approaching an interaction as a scene to manage and dole out information, approach it as if the NPC is your character, and you have to make what you want happen. Approach it as a role-playing challenge.

Imagine you are the dragon king whose daughter has been kidnapped. You wouldn’t just deliver exposition and offer a reward. You would plead, beg, and do everything in your power to convince the PCs to help you. You would be driven by desperation and fear.

By role-playing your NPCs in this way, you force yourself to think about their motivations and behave consistently with those motivations. This makes them feel alive and real, drawing the players into the game world emotionally.

Investment Comes in Many Forms

This approach isn’t just about making players cry or feel guilty. It’s about creating a world full of living, breathing people (or spiders, or goblins) that the players can connect with on an emotional level. If the gnolls are wild and feral, play them that way, and your players will fear them. If the orcs are vicious savages, your players will hate them.

By focusing on the NPCs and their motivations, you can create a game world that is rich, immersive, and emotionally engaging.

The Journey Continues

Understanding what an NPC truly is and how to run them effectively is just the first step. The next step is to learn how to design NPCs that are both functional and emotional. That’s a topic for another time. For now, remember: Don’t script NPCs, role-play them. Figure out what they want, why they want it, and then play to win.

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