Give Me 13 Minutes, I'll Make Your NPCs 10x Better
374 segments
Most NPC advice out there focuses on
voice, personality, and quirks. But
after many years of playing this game, I
realized that this is actually backwards
and leads to NPCs everyone forgets and
to games that all feel the same. So
today, I'm going to fix this by giving
you a five steps method to create
amazing NPCs. And to make it easier to
remember, I will use it on a very basic
character and transform it into one
worthy of your table. But just before we
dive into this method, I just need to
clarify. What do I mean when I say we
build NPCs backwards? Well, I think
instinctively we start on the outside.
We all have lists of names and a few
default voices, sometimes a short
backstory. And because our players love
to surprise us, we use them, put them in
front of the players and hope it does
the trick. And sure, sometimes it does
and it's all you need. But most of the
time, three sessions later, players
can't really remember their name. And my
take is that it's not because you suck
as a DM, but because you built it in the
wrong direction. I think we're so scared
of hurting player agency that a lot of
us default to superficial NPCs to avoid
railroading, even when building the more
important ones. And when we don't, we
tend to treat NPCs like we're writing a
character in a novel. And that's a
problem because those need to be
interesting in themselves. But an NPC at
the DND table doesn't. They need to do
something to your players. This is very
different and it's what separates a
character and a force which creates
pressure which then leads to memorable
moments at the table. Okay, so let's
build this NPC. It will make it really
easy to understand. Let's start with the
basic version and fix everything that's
wrong with it as we go. I'm going to
call him Mever. I think Mever is a
middle-aged human man. He's a little
chubby and he is a merchant. He sells
cloth and has been in town for about 6
weeks right now. Now, he's pretty much a
prop with a job, a name, and let's be
honest, absolutely no reason whatsoever
for everyone to remember him. But that's
going to change very soon. So, the first
thing our NPC is missing is a want. He
has a job, but this is a game, so we
need a want to put the NPC in motion. If
we just give the NPC a job, it will only
react when the players show up. But a
want means the NPC will have a reason to
do stuff, which will make it feel very
different. An NPC without a want doesn't
really feel wrong or unbelievable, but
just kind of empty, which makes them
easy to forget. Right now, Maver has a
job. We said he sells cloth. Uh, but if
we stop there, even if we decide to make
him a quest giver, here's what's going
to happen. The players will walk into
his shop, buy a blanket or something,
and he will tell them that there has
been bandit activity on the road, which
is bad for business, and ask them to
handle it for some gold. The players
will go kill the bandits, level up, and
get paid. And then they will never think
about him again. Mever will have played
his part, and there will be nothing left
to think about. So, let's give him a
want and see what happens. I think Mever
wants to recover a journal. His younger
brother was a novice in the clergy of
the world's god of light, and he wrote
down everything he saw in the monastery.
Unfortunately, the brother died, and the
journal disappeared. and Mever has been
looking for 2 years and chose to settle
in this specific town because he thinks
it might get him closer to the journal.
Now the NPC feels completely different.
The dude is still a merchant. He looks
the same and everything, but now every
conversation can have this subtle
undertone and the same bandit quest can
become a lot deeper. Maybe he thinks the
bandits could know something, have the
journal. We have room to grow. By the
way, if you've ever struggled with NPCs
before and find this video helpful,
please hit the like button with your
most powerful ability to help it reach
more people and create better games for
everyone. But a want is not enough. A
lot of DM stop there, and it's a shame
because if you're not careful, a want
quickly starts to feel a bit like a
shopping list. It tells you what someone
is doing, but the why is often still a
bit fragile. If we want the want to
trigger some kind of story, we need more
emotional weight. If the want is a bit
too clean or logical, the players will
just solve that and move on, which is
not great story material. But if we
stack a wound on the want, it becomes
much harder to solve the NPC because the
want stops being just about the thing
they're chasing and it starts to be
about trying to prove something or
become someone. And this opens up a lot
of role-play opportunities which will
make it easy for players to feel that
depth. The wound acts as some kind of
texture generator. So, how does it work
with Mever? So far, he just wanted the
journal because it belonged to his
brother, which yeah, of course. But if
we stop there, players will find the
journal, give it to him, get the gold,
and that's it. Again, he'll be forgotten
soon. So, let's get him his very own
wound. I think Mever was on the road
with the journal when Bandits attacked
and he got scared and fled, leaving
everything behind. His brother was
already dead, so it's not like he
sacrificed him or anything, but their
journal was the one thing he had left
and he didn't try to fight for it. I
like this as it would. It's a mix of
shame and regret. And it changes the
want quite a lot. Now he's not just
trying to get some journal back, but
trying to forget that coward version of
himself. and players can't solve him
anymore because giving him the journal
doesn't really close the wound. Our
little NPC needs to see himself act and
in the end the journal is just a symbol
he's decided would prove his capable.
It's quite irrational and therefore
human and more interesting to play out
on the table. But there is one very
important thing you need to know about
wounds which will have an impact on how
you use them. They don't have to be
visible. Players might never take the
conversation in a direction that would
make them learn that Maverick ran, but
you as the DM know. And that will color
how you respond to the player's actions.
Say the players do decide to help out.
Maybe he'll be a little too grateful and
still feel odd because deep down he
knows he needs the help because he
failed. This is how you know that your
wound is a premium wound. All right, so
this is cool. But if we want this NPC to
truly be one of those players talk about
for years, we're still missing
something. I think the best NPCs are
never fully legible. What do I mean?
Well, I think there is always something
that doesn't 100% add up. And of course,
I say this and you immediately think,
"Oh, yeah, of course, a secret." And
yeah, kind of. The problem with most
secrets is they tend to be a little
passive, like a dark past, for example.
It's hard to make it have an impact on
the game. But I think that active lies
make NPCs kind of feel like puzzles and
that's way more interesting to play. I
think your NPCs need to have something
they're currently doing to protect what
they want. It's all about it having an
impact on their behavior. And this
matters a lot because if you give them
something like this, you don't have to
lure dump it on your players and they
can actually see the secret in action
before getting to the bottom of it. that
will trigger some actions on their part
and therefore make the NPC feel way more
memorable. And so far, the way we set up
our example NPC does not really allow us
to do this. He has the want and the
wound, but they're kind of separate from
his merchant identity, which will make
it hard to observe. So, let's give him a
cover. I think the way we do it is we
tie those together like this. His trade
is completely real and he sells the best
blankets in the region. But he has
recently changed his suppliers just to
justify setting up shop in this specific
town because he knows the bandits are
closed and have the journal. And now you
can have the players hearing rumors from
those suppliers at the tavern saying
that they don't actually understand why
they ditched their previous ones which
were better or guards saying they
couldn't refuse him entry but found it
odd that they'd come here because he
came from a wealthier region. It makes
coming up with a hook much easier and
gives more texture to the NPC. We're
looking good so far, but we still have
two more layers to go through before
we're done with Maver. And just before
we see what we're still missing, I just
wanted to let you know that if you find
this stuff useful, but don't know where
to start, I actually made something that
might interest you. It's called the
living town. It's a collection of 15
interconnected NPCs with wands, secrets,
and store hooks baked in that you can
just drag and drop into your campaign.
They give you a great starting point and
will make your next session even better.
So, just check out the link in the
description. All right, so we have the
core of our NPC, but when the players
aren't there, what is he doing? I feel
like most of the time NPCs just
basically stop existing when the
characters aren't interacting with them.
And that's really not like how people
work in real life. And of course, NPCs
aren't really people, but this
contributes to this we don't care
feeling we've been trying to solve
throughout this video. I think NPCs,
just like real people, should always be
in the middle of something. You need
movement to avoid your game feeling like
a film set. So, the way you fix this is
you have your NPCs already doing
something when they encounter the
characters. They could be talking to
someone, organizing things, writing
something. There's a million ways to do
it. But this has a massive impact
because now when the players walk in,
they don't feel like they're just
starting a quest, but discovering an
area of the world that already had its
own independent life. So, if we go back
to our NPC right now, there are things
under the hood, but they're just sitting
there waiting to be discovered. So,
let's give him a bit of momentum. What
if about 2 weeks ago, Maverick paid
someone to try and locate the bandit
camp where he suspects the journal might
be, and he hasn't heard from the guy
since? Is he dead? Maybe. Or maybe he
found the journal, realized what he had,
and is currently wondering if he should
take it to the clergy to maybe get an
even bigger reward. And this is making
me never nervous. So now when the
players walk into the shop, they find
him pacing like a maniac, maybe talking
to himself, slightly agitated, and he
stops immediately when he sees them. And
what I really like about this is it
didn't just make the character more
interesting, but it also helped build
the world. Now we have another NPC, the
informant, and he could turn out to be
100 different things. This force idea we
mentioned at the start is really
starting to take shape, but something is
still missing. How do we make sure that
we're not just building a beautiful
railroad? Because when you keep adding
layers to NPCs, they become more
defined, which means you risk more to
either see the players do something you
never planned and become frustrated, or
to force them down a specific path,
which will be frustrating for them. The
way you avoid this and keep everyone at
the table happy is you let the players
build an ignition point. What is that?
Well, let's go back to that aggressively
pacing moment. When the players enter
the shop and see the NPC just furiously
walking by himself, they can react in
different ways. Maybe they will become
suspicious or have compassion or find
him funny. Your job is to pay close
attention to their reactions in this
moment and to make it shape where the
story goes from there. For example, say
the players find the pacing quite
intense considering the shop is empty
and their brain goes to this looks like
scheming. And now the way they talk to
the NPC is a bit aggressive. Well, he
can give them a few clues, lead to the
quest, but decide that actually Meford
wants the journal to have some kind of
insurance against the clergy and
blackmailed them. If the players see a
lost man trying to put on a brave face
when they enter and act accordingly, you
can decide that Mever is being taken
advantage of by the informant who wants
to betray him and that the informant is
going to become some kind of lower level
villain. The point is the reaction of
the players is insight into where the
table is at right now. And it gives you
ammunition to then take the story in a
direction that will feel fun for them
and for you. Because even though you did
plan a few things ahead, you get to
modify them on the fly and be surprised
by the collaborative aspect of it all.
So, are we good then? Well, let's go
back to the beginning. Our NPC is still
a slightly awkward middle-aged human man
who sells blankets and whatnot. So, the
shape is still the same, but what's
underneath is a lot deeper. He wants
something that's costly. He's running
from something he can't outrun. He has
an active secret. He's in motion. And we
have several doors opened. So, we know
that no matter what the players do,
we'll be able to tell a cool story with
them. And just like that, we went from
boring NPC nobody will ever remember to
force, which will generate story and
make the world feel alive. Am I saying
you absolutely need all five layers for
every single NPC ever? Of course not.
You can definitely pick a few of these
elements depending on the type of NPC,
it's role in the story, etc. Maybe you
start with just a name cuz your players
did something you didn't plan. A cool
moment happens as a result and before
your next session, you decide to use
these steps to give it more depth and
make them have a role in the story. You
can definitely do that. The result will
feel even more organic and memorable.
What matters is the direction. You start
with a wants and build from there. But
now that we know how to make amazing
NPCs, we have a problem. Because even if
your NPC has a want, how do we make sure
the world around them works as well as
they do? I believe the easiest way to
make sure it is the case is to build the
world and that you should 100% make your
own to become a better DM. So, click on
this video next to find out how.
Ask follow-up questions or revisit key timestamps.
The video outlines a five-step method for creating memorable NPCs in D&D, countering traditional advice that often leads to forgettable characters. The core idea is to build NPCs from the inside out, focusing on elements that drive player engagement and narrative. The method includes giving an NPC a 'want' (a driving goal), a 'wound' (emotional weight for that want), a 'cover' (an active secret or lie influencing behavior), 'momentum' (being actively involved in something off-screen), and an 'ignition point' (allowing player reactions to shape the story's direction). This approach transforms basic NPCs into dynamic forces that make the game world feel alive and stories more engaging.
Videos recently processed by our community