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View Full Version : NPC agency / NPC-framed conflicts in BW?



jchokey
01-10-2010, 02:24 AM
One issue that I continue to wrestle with in BW is how much agency to give to NPCs, and in particular, how much I, as a BW GM, should let NPCs set the course of events in a game.

Some context: I come from a tradition of RPGing where 'adventures' largely consist of PCs reacting to actions undertaken by NPCs-- or requests made by NPCs. I found this to have become rather boring-- having PCs always being characters who 'reacted' to others, rather than being the ones who made things happen. So, BW was a total breath of fresh air for me-- a game in which PCs set the action, not NPCs. I've also found that, in the two BW campaigns I've run, BW really did encourage player-driven action-- in which the PCs made things happen-- rather than merely reacting to NPCs.

This has been awesome. Yet, at the same time... I wonder whether it's possible to go *too far* in the direction of letting PCs set the story-agenda in a BW game-- such that NPCs simply become backdrop for the PCs to act against, rather than plausible, interesting, characters, who have goals of their own, and seek to advance them. (In fact, following a discussion a little while back with the players in the current campaign, it became clear to me that there was a general feeling that I was doing just that.)

So I'd like to ask others ere on the forum: How much agency does your GM give to the NPCs in your game? How much control do they have over the setting up the story/conflicts in an ongoing campaign? Do you limit the ability to frame the action to the players, via their PCs? Or do you ever frame scenes that are initiated by NPC goals/beliefs/instincts? If so, do you limit the frequency/circumstances/NPCs under which this can occur?

Boronx
01-10-2010, 02:49 AM
Am I in your game? Our GM plays the NPCs almost entirely as backdrops. I think in the 5 or so sessions we've had so far, he's had maybe 3 NPC-initiated scenes, and he went pretty easy on us each time. This has worked pretty well for us. We have a number of creative players in the group, and the GM is sorta letting our Circle rolls flesh out the world around us. However, I personally wish that he'd hit us a bit more often, maybe twists for couple of us each session, and a bit harder.

Now to go out on limb a bit: as a player, I don't really care about the NPCs beliefs, except as a way to interact with them, and as color. What the NPC should *do* is complicate my character's life. Whether he's doing it to grab the sword, or he hates me, or he's possessed by a demon .... it's important, but his real goal is to mess me up.

noclue
01-10-2010, 04:27 AM
Steerpike's NPCs are primed with Beliefs that put them right in the midsts of multiple PC beliefs. He definitely initiates scenes with them, lots of scenes, where they follow their own agendas and complicate our lives. Since they've been pointed properly, their agendas always end up challenging the Beliefs of one, but more often several, PCs. So, be guided by the PCs beliefs when crafting your NPCs. If the NPCs have any beliefs that aren't pointed at a PC, I'd jettison those and try to rework them.

Remember the GM "has the power to begin and end scenes, to present challenges and initiate conflicts (Page 268)." Don't just wait for the players to do something on their own before you start hammering on their beliefs.

Steerpike
01-11-2010, 07:50 PM
In addition to what James said, I like to hammer on them using the NPCs but when you see that light in their eyes that says "I know what the fuck I am going to do right now" I back off and let the players drive, these are hands down my absolute favorite moments in play and what I aim for each session. How hard can I push till you say no fucking more.

I would be lying if I said I always hit this and that it always works out perfectly, but there is definitely a balance to strive for between the NPCs pushing and instigating against the players beliefs and the players striving toward their beliefs in pursuit of their goals. But in the end it all hangs on those beliefs.

- Colin

luke
01-12-2010, 12:30 PM
I find NPCs vital to my GMing style. When I challenge players, I like to do it in the voice/mode of another character. I like to give the challenge a face.

Unless I give my challenges the agency of a character with his own outlook, voice and priorities, my shit is weak. Environmental, physical or atmospheric challenges are not my strong suit as a GM. Therefore, I tend to develop a complex web of NPCs with their own perspectives on the PCs and their goals.

-L

Z-Dog
01-13-2010, 11:07 AM
Ha! Is that why, in Mouseguard, the Environment is basically the biggest, meanest, nastiest, cruelest character you'll ever run into? :)

luke
01-13-2010, 11:19 AM
Mouse Guard is a design challenge for me to make environmental (and monstrous) conflicts as interesting as interpersonal conflicts.

jchokey
01-20-2010, 01:01 AM
Thanks for the the great and thoughtful feedback on this one. This has been very helpful.