Portraying and Creating NPCs
An NPC is anyone in the fiction who isn't a PC — people, spirits, bound entities, even plucky chickens. If it has a personality and the PCs can communicate with it, it's an NPC. Some are also threats or monsters; this is about portraying them as people.
Modes of portrayal
You can speak in an NPC's voice ("I... just don't know if I can keep... doing this") or summarize what they say in third person. First-person is more immersive and prompts players to respond in character. Third-person is easier, lets you be more deliberate about info you share, and works better for multi-NPC scenes. Switch between them deliberately. If you always do one, challenge yourself with the other.
When you make a GM move via NPC dialogue, step out of character and be explicit about implications. Deliver the lines, then say "he's being shifty and nervous." Don't assume players will interpret your portrayal.
Watch for player moves during dialogue. Resistance plus persistence triggers Persuade. A straight-up lie under a pointed question is Defy Danger.
Creating an NPC
- Name them. Pick from the list appropriate to their origin (Stonetop names are Welsh-inspired, Marshedge Irish, Hillfolk Breton-clipped, Manmarcher Germanic, Barrier Pass Tibetan/Nepalese, Southern Greek/Hebrew/Persian/Arabic). Add them to the steading playbook.
- Conceptualize them. Build on what's already established. Ask the PCs questions — locals get "who's their family? what do you like/dislike about them?"; outsiders the PCs know get "when did you meet?"; folks they've only heard of get "what are they known for?" Spread questions across PCs, especially questions that push toward conflicting opinions.
- Pick a memorable trait. "The girl who runs everywhere" sticks; "Tegid" doesn't. Choose something specific, often something that contrasts with the obvious (the burly smith knows all the gossip).
- Give up to 3 impressions — different senses, short and evocative. Less detail than you think you need. Most should reflect the concept; one might contrast (sad eyes on a dastardly mercenary).
- Flesh out as needed. Embodiment tricks (a tweaked voice, an actor to channel, a picture). Instinct ("to [do something]" — for monsters/threats it creates conflict; for followers it troubles their PC; for everyone else it reflects basic outlook). Connections (who they're related to, loyal to, dislike). Motivations (what they want, fear, long for). Game stats only if they'll fight, follow, or threaten.
Don't flesh out the whole network up front. Leave blanks. Fill them in when they matter.
This work includes material from Stonetop by Jeremy Strandberg, published by Lampblack & Brimstone, licensed under the Creative Commons Attribution-ShareAlike 4.0 International License.