Tag Archives: non-player characters

22 Reasons why a non-player character won’t cooperate

In “a priest, a warlock, and a dwarf walk into a bar and…nothing happens,” I wrote about how most players only find role-playing encounters compelling when they have a objective to achieve and an obstacle to overcome. Even encounters with the most vivid and fascinating non-player characters fall flat without these two essential elements.

Typically, role-playing encounters combine an objective of gaining information or help, with the obstacle of an uncooperative NPC.

Sometimes the players simply try to persuade the NPC, succeed at a diplomacy check, and move on, but if every interaction amounts to a skill roll, the game loses interest.  At times the bard’s honeyed words may overcome any objections; at times an NPC faces conflicts or repercussions that require action.

I suggest an approach to role-playing encounters that yields more challenging and interesting encounters, along with more memorable NPCs.

Just as the puzzles in a Dungeons & Dragons game have solutions, and locked doors have keys, NPCs can have keys of a sort too. Every NPC who stands unwilling to cooperate must have a reason for it. To unlock the NPC’s help, players must find ways to defuse or overcome their objectives.

If an NPC enters an interaction with a reason not to help the players, you should ultimately give the players enough clues to find a way past the objection.

The NPC may reveal the reason, but sometimes the players may need to figure it out for themselves. The key might not even be apparent on first meeting. If players learn something about a character that helps in a later meeting, then the world feels richer, the NPCs more vibrant, and the players cleverer.

To spark ideas and aid with improvisation, I created a list of potential reasons an NPC might have for refusing to cooperate with the player characters.  Low-numbered items work best for ad-libbed objections from walk-on characters; they require less planning and fewer details about the NPC. Higher-numbered items work better when you have time to plan for your adventure’s most important NPCs.

Reasons a non-player character refuses to cooperate.

  1. She doesn’t want to get involved.
  2. He doesn’t like your kind, for example, strangers, elves, adventurers, or meddling kids.
  3. She doesn’t believe she can help.
  4. He thinks the players will only make things worse. They should leave well enough alone.
  5. She wants something: a bribe, an errand done, or to be convinced that she stands to gain if the players succeed.
  6. He has been paid to keep silent or to stay out.
  7. The players have insulted or offended her.
  8. He thinks the players efforts are dangerous because they don’t understand what’s really going on. He might know something the players don’t or he may simply know less than he thinks.
  9. The players have unwittingly  caused her to suffer a loss.
  10. She feels that helping the players will betray her duties or obligations.
  11. He needs more information to support the players case before he can act.
  12. She knows or suspects that she or the players are watched.
  13. Someone he loves or respects told him not to help.
  14. She is secretly involved with the other side.
  15. The situation benefits her, for example, by raising the value of her trade goods, or by hurting competitors or rivals.
  16. She fears the players might claim a treasure or reward that she expects to get.
  17. He is allied with rivals or competitors to the party.
  18. She’s been threatened.
  19. Someone she loves safety is threatened.
  20. Someone he loves is involved with the other side.
  21. He’s not involved but might be implicated, perhaps for doing things that once seemed innocent.
  22. He’s being blackmailed for a misdeed unrelated to the players’ concerns.

When you play an uncooperative NPC, remember that the NPC may seem helpful. An uncooperative NPC can say all the right things while they lie or let the players down.

Still, I suggest feeding the players lies only when the deception leads to a new development. Lies that lead to false leads and dead ends will prove frustrating and unfun. For example, the countess can lie and say than her hated rival stole the broach, but then the rival must reveal a new piece to a puzzle, perhaps a secret that the countess fought to hide.

Group scenes and mass confusion

In Dungeons & Dragons, the dungeon master assumes the role of every non-player character. As a DM, when I must portray two NPCs at once, I often see the players grow confused about who is talking. Certainly if I were better at voices—and better at sticking to a voice—the confusion would lessen.

Short of voice acting class, I avoid the problem by contriving to have the players interact with one non-player character at a time.

Undead Fred cookie cuttersIn your favorite TV comedy, have you ever noticed how cast members with nothing to do leave the scene? Partly, this happens because actors hate standing in a scene with nothing to do, but moving extraneous characters offstage also focuses attention on the important ones. As a DM, you have a tougher job than a TV writer, because when you speak in character, the players may not always recognize your character. Find an excuse to trot out your NPCs one at a time, play their part, and then have them excuse themselves to go to the loo or to take cookies from the oven. (Many dark necromancers enjoy baking to unwind.) If you need characters to argue two points of view, let one convince the players, and then leave. Then have a second NPC meet to present an opposing point of view.

Now suppose you’re Mel Blanc and Jim Dale rolled into one awesome dungeon master. Great! Can I play at your table? Nonetheless, you still shouldn’t have more than one NPC onstage at once, you showoff.

As a dungeon master, you must work to offer each player as much time to play and interact as possible. That means that even if you can portray every member of the king’s council as they argue strategy, you should resist the temptation. Give the players a bigger role in the discussion by limiting yourself to a single NPC. If the players wanted to see a one-man show, they would have gone to the theater.

As you deploy your cast of characters, weigh the advantages of forcing the party to split up to meet NPCs separately. In “The Dungeon Master’s Guide 2 remakes the skill challenge,” I suggested splitting the party to force everyone to contribute to an interactive skill challenge. But even without a skill challenge, dividing the party always serves as a great way to encourage less-vocal party members to take the spotlight. In the dungeon, never split the party, but in the castle or guild hall, send them their separate ways.