Backing Up Your GM
-

• Create NPCs that are usable in your current session
• Create NPCs that you would need as a player
• Create NPC that draw in ‘lazy’ playersI’ve seen a lot of articles that talk about players helping the game master. Typically, give suggestions like, “Create a detailed background with lots of plot hooks for your GM.” Okay, that’s not bad advice. But there are other ways to assist the GM and really help take control of the game world. This will require a little trust on the GM’s part and a little creativity on the player’s part.
Create NPCs That Are Usable In Your Current Session
I remember recently when we were looking for information regarding a quest we were on. We were at a complete stumbling block. Each player character was going their own direction in trying to find out what they could to help our situation. Then I sparked up a bright idea. I was near both a University and a Library. While the GM was busy dealing with the other players, I enacted my plan. When it came to my turn, he asked me what I was going to do.
Me – “Ghesh (my character) goes and talks to Hairal Warpsworn.”
GM – “Uh, who is Hairal Warpsworn?”
Me – “Hairal Warpsworn is an NPC I just created for this game. He is a librarian in the Cornerstone. Although he isn’t the head librarian, Hairal has been in Cornerstone and worked there longer than most. He is extremely helpful to those seeking knowledge within the library, but also guarded about what he considers to be one of his precious possessions. Hairal is very protective of the library and although he wouldn’t be a direct threat to most people, he will use his knowledge and connections within Cornerstone to keep the knowledge within the library safe.”
GM – “Whoa. Uh… okay.”
During my dead time, where the GM was dealing with other players I could have sat on my butt, ate snacks, and drank some soda. But I didn’t. I created a fleshed out PC in a couple of minutes that would be totally pertinent and useful in the situation.
Create NPCs That Draw In More Quiet or Subdued Characters
One of our players created a new character recently. He doesn’t have as much background as the others due to the fact that it is a brand new character. On top of that, he’s kind of a ‘go with the flow’ player that just lets the game take him wherever. He comes along for the ride and has fun, but isn’t exactly a driving force to get things done sometimes. So how can you, as a player, help pull him more into the story? By creating an arch-villain for him of course!
Recently, I created an arch-villain for one of the player characters in our campaign. He’ll learned an entirely new part of his character’s background that relates to this NPC I’ve created.Alaron Bazgor – Human Necromancer of Vecna
Background & Personality: A Chaotic Evil follower of Vecna, Alaron Bazgor claims to hail from the Northern Range. Alaron despises the Common tongue and prefers to speak in Abyssal or Deep Speech. He will only speak Common when absolutely necessary to those who fail to understand either of these “superior languages”.
Alaron freely admits that he has no family or friends that he can speak of, only associates to the dark arts he practices. He is more guarded about what first lead him into the path of Necromancy and why he follows Vecna.
Alaron’s fatal flaw is that he has no fear of death. This has allowed him to amass the current power and status that he has gained. Due to his practice of Necromancy, he does not view death as “the end”. He has made provisions for his followers and familiars to convert him into a lich should he meet an untimely demise before his goals are complete. He has made special arrangements to make sure that he retains all of his memories, personality, and abilities in case he does have to undergo this process.
Goals & Motivations: Alaron is an evil Necromancer in every sense of the phrase. His power has grown to the point where he is beyond the initial concerns of a neophyte or journeyman Necromancer. He has advanced to where there are few who can teach him, now he must explore and find the next level of power for himself.
Alaron’s daily goals are guided by his quest for knowledge and power. These two features are a means to an end to him and the cornerstone for his further goals.
His short term goal is to find and kill Joaquin, his mortal enemy. Early in his training in the dark arts of Necromancy, Joaquin was dispatched by priests from the Delucian Lands to find and kill Alaron’s mentor, Konilor Manthangur. Joaquin succeeded in his in duties. He found and killed Konilor and in the process gravely injured Alaron. Mistaking Alaron for dead, Joaquin left and returned to the Delucian Lands. Alaron’s demonic familiar was near him though, and after Joaquin left the familiar fetched a necrotic talisman that infused enough power into Alaron to revive him. Since then, Alaron has sworn vengeance upon Joaquin, as the death of his master set him back many years in his studies and training.
Alaron’s long-term goal is to find both the Eye of Vecna and the Hand of Vecna, artifacts of great power. Once the left eye of the arch-lich, Vecna, the Eye, and its sister artifact, the Hand of Vecna, were all that remained of the lich-king after his battle with his renegade lieutenant, Kas the Bloody-Handed. Acquiring these artifacts is simply Alaron’s next step in his motivation for power, greed, and renown.
Unique Powers: Muahahaha… wouldn’t you like to know?
Familiar: Deathstench the Decayed is a demonic familiar that has worked for Alaron for many years. He was responsible for saving Alaron when Joaquin mortally wounded him in his battle against Konilor.
Mortal Enemies: Joaquin
I created this enemy in about thirty minutes of goofing around. The group hasn’t encountered the NPC as of yet, but I introduced him to the player of Joaquin and he loved it. This helps the GM by adding background to a character that didn’t have one, even if it isn’t your own. Maybe the GM will use Alaron, or maybe he won’t OR, maybe the player will choose to go after Alaron. Now you’ve ended up creating an entire adventure for the GM with your work.
The moral of the story is this, by doing simple things like creating NPCs in a campaign; you can help your GM build a more realistic world. It will help you to productively avoid downtime at the game table. And it will help you pull other gamers more into the story that may be having trouble getting into certain things. Maybe they need that extra umpf that you can provide. Like I said, if done correctly, backing up your GM with these tips will make them happy, the other players happy, and you happy.





September 19, 2009 at 7:35 am
First, I applaud that you are even thinking about helping your poor, overworked, under recognized, core of your game DM. Keep it up.
Second, I like the idea but not exactly the way you you do it. You should ask first, and it only takes a second, if it is appropriate in that given situation. Privately to DM – can I create a librarian for this situation? Most often I would say yes, but sometimes there is a reason not too.
Third, becareful with attempting to manage other player characters. Your DM is responsible for the relationships in the game, not you. If between sessions you reach out to the DM, and they agree it is a good idea, then perfect. Sometimes players do not see what the DM is watching from behind the screen, and some players may not appreciate or understand the spirit of creating a nemesis for them.
Lastly, I absolutely encourage my players to do just what you said at the beginning – give me hooks in your background to use and engage you.
Work with your DM between sessions. Get their green light to go with your ideas and then launch. During the game if you have down time, use it to help the DM with session management issues so their attention is on adjudicating. I have my players track rounds, spell durations (their own), and other such items on a magnetic board. Huge time saver for me.
Barad
September 19, 2009 at 10:37 am
I have to agree with Barad, the fundamental idea is genius, but the implementation as described in the article is pretty odd. I know maybe one or two DMs who’d actually be able to run with the situation outlines above, and even they would feel like their game just got hijacked.
Keep in mind that when a player is surprised, he’s got one variable to keep track of: His character. When a DM is surprised, he has possibly hundreds of variables to keep track of. Make sure you really are helping before you spring a surprise on a DM.
September 19, 2009 at 3:30 pm
Anything that enriches the game, adding depth and color is worthwhile. If the players want to spend their time and effort to enhance the game it’s a win-win for everyone.
The librarian NPC example above is a wonderful hook that can be used as a recurring NPC in many different adventures. While he might not have all the answers he can point the PC’s in the right direction. Eventually the villains may discover how valuable he has become to the players and come after him which is a whole new adventure to rescue their friend.
Also, while the NPC was created by a player who says that is all he is. Perhaps the villain has been using this simple librarian as a resource long before the PC’s met him, or perhaps the librarian so devoted in uncovering secret information is actually a master of the dark arts. Keeping a low profile as a minor librarian as he gathers his secret knowledge controlling the player as a puppeteer.
Personally I approve of anything that takes some of the burden off the GM.
This article reminds me of Torg cards. Torg is an old game but had a lot of great ideas. One of the best was the action card system. The action cards were a deck of cards in the theme action points, bene’s, etc. Most of the cards give bonus’s with skills or attacks extra actions, bonus defense and so on. My favorite cards as a GM were the roleplaying cards that were mixed in.
These cards empowered the players to be creative and add their own input into the flow of the game and as a GM I got to sit back and watch the players and the adventure go in new directions that I had never imagined.
Cards like Nemesis where a new nemesis for the group or one of the player’s (or a recurring one) would make an appearance that night. It might not have anything to do with the current plot just foreshadowing future events.
Love interest – Again either someone with a crush on one of the players, an old love interest, or someone that the player was deeply attracted to would become involved with the current story.
Contact – You just happen to know someone (like the librarian mentioned above) who can help you out of a jam, give you that clue your missing etc.
I remember one evening a player played a love interest card. He told the story of his long lost love who had been “sucked” into a portal during a magical experiment. In all his down time he had been trying to recreate the experiment hoping for her return. Another player played the Nemesis card. These two cards shaped the future of the campaign for the next six months. Jezlene returned, possessed by a powerful demon intent on subjugating the world he had learned about from Jezlens’s mind. Only her love of Rupert held his power in check and ultimately lead to the demon’s defeat. I had not envisioned this story plot it unfolded as a result of character input and the Torg cards.
An earlier blog asked if we use house rules. I usually steer clear of them, except I always try to incorporate the Torg cards they are just to useful.
September 20, 2009 at 4:24 am
I think that as a player, you adding the Librarian NPC is right on. Feel free to do this whenever, wherever you want.
You were in a library. Chances are that you will run into a librarian. You did not make this NPC for any special benefit; just to get information. If you’re in Rome, you’ll meet Romans. If you’re at a bar, there will be bar stools. No need to ask for permission, because it’s an obvious truth.
As for the arch-nemesis of the go-with-the-flow-player, I say kudos to you. That only adds to the game in several ways: it enriches the character’s background, possibly takes the burden off the player, helps the DM, and shows that you like the game and are trying to make it more fun for everyone. I would make it a point to use the NPC just because you took to the time to add to the game. Besides, if either the player or the DM didn’t like the NPC, he could be tossed or changed.
Excellent work.
And by the way, you have been Rick-Rolled.
September 20, 2009 at 9:48 am
@ baradtgnome – Thanks for the ideas. I definitely think that the GM should ‘approve’ whatever you bring to the table in this manner. It’s their game. If they have to veto something for a certain reason then let them. Just because you created an NPC doesn’t mean they need to use it.
@ Spenser – This definitely isn’t something you’d be doing constantly during the game. The example of the librarian was when I knew we’d be encountering one anyway, so I just made him. I knew that we’d veered offtrack at that point in the story and the GM wouldn’t have one made up. The arch-enemy is a different animal entirely though.
@ Joe B – Torg, what an awesome game.
@ Rickroll – I should have added your statement of “if either the player or the DM didn’t like the NPC, he could be tossed or changed.” Anyone ‘helping’ in a way like this should be reminded of this. The game isn’t your game. And the other PC isn’t your PC. So if you altered them in a way the GM or other player didn’t like, don’t take it personal if the stuff gets tossed. There were a few NPCs my GM didn’t use. They still exist in the world, but they didn’t come up in-game.
September 20, 2009 at 4:38 pm
… yet.