This was a great little Wiki article that sums up NPCs very nicely. I've italicized a few points in the article below that I wanted to touch upon:
* NPCs vary greatly in importance - It's rather obvious in the article that there's a general consensus that NPCs are necessary and integral to the telling of the story in the game. Yet in many role play venues, this is not the case at all, where the majority of NPCs are pulled out of someone's ass at convenient times to avoid certain predicaments within a story. More often than not, these NPCs have no persona whatsoever, and are completely emasculated.. like wooden dummies on a stick. They are not a viable part of any story at all, but are frequently used either to deter god-moders, or to aid and abet god-moders.
* Doing (NPCs) well is.. one of the hallmarks of a good GM - This just goes without saying, and not merely the hallmark of a good GM, but a good Writer as well, who can understand and appreciate the dynamics of well-rounded characters in general, whether PC or NPC. I'm touchy about my NPCs. Ask anyone who knows me. If someone tries to take over an NPC of mine without permission, they get a smack on the hand for bad form. Many of my NPCs upstage my own main PCs! So yeah, they're important.
* The more "real" the NPCs feel, the more fun players will have interacting with them in character - Again this goes without saying. But I'm going to say it anyway. Flesh out your NPCs. Make your role play partners hallucinate and forget the person working the puppet strings. If they're seeing the mun behind the scenes and not the character, PC or NPC makes no difference, then you're not doing it right.
* A player who is without a player character of his or her own can temporarily take control of an NPC - Player beware. For many, finding someone to fill the shoes of an NPC temporarily is a boon. But for some, a poorly played NPC could be the ruination of a great character. Sadly, I have given over a few cherished NPCs of mine to players who swore they could do the character justice, only to find myself banging my head on my desk three posts away. It makes me very reluctant now to offer out my NPCs for other people to play.
How do you feel about NPCs? If you've got any input to add on the subject.. please share!
Role-playing games
A non-player character, often shortened to NPC, is a character that is controlled by the game master in role-playing games. When this definition extends to video games, an NPC in a video game is usually part of the program, and not controlled by a human.
NPCs vary greatly in importance, from the NPC innkeeper seen once by the player characters, to the NPC arch-nemesis who comes back time-after-time again for an entire campaign. While every inhabitant of the game's world except the PC's are NPC's, very few are given any detail by the game master (GM). In fact, most of the minor ones are invented on the spot as needed—doing this well is in fact one of the hallmarks of a good GM. There is some debate about how much work a game master should put into an important NPC's statistics; some players prefer to have every NPC completely defined with stats, skills, and gear, while others define only what is immediately necessary and fill in the rest as the game proceeds. There is also some discussion as to just how important fully fleshed-out NPCs are in any given RPG, but it is general consensus that the more "real" the NPCs feel, the more fun players will have interacting with them in character.
Playability
In some games and in some circumstances, a player who is without a player character of his or her own can temporarily take control of an NPC. Reasons for this vary, but often arise from the player not maintaining a PC within the group and playing the NPC for a session or from the player's PC being unable to act for some time (for example, because they are injured or in another location). Although these characters are still designed and normally controlled by the game master, when players are given the opportunity to temporarily control these non-player characters it gives them another perspective on the plot of the game. Some systems, such as Nobilis, encourage this in their rules. ~Wikipedia
* NPCs vary greatly in importance - It's rather obvious in the article that there's a general consensus that NPCs are necessary and integral to the telling of the story in the game. Yet in many role play venues, this is not the case at all, where the majority of NPCs are pulled out of someone's ass at convenient times to avoid certain predicaments within a story. More often than not, these NPCs have no persona whatsoever, and are completely emasculated.. like wooden dummies on a stick. They are not a viable part of any story at all, but are frequently used either to deter god-moders, or to aid and abet god-moders.
* Doing (NPCs) well is.. one of the hallmarks of a good GM - This just goes without saying, and not merely the hallmark of a good GM, but a good Writer as well, who can understand and appreciate the dynamics of well-rounded characters in general, whether PC or NPC. I'm touchy about my NPCs. Ask anyone who knows me. If someone tries to take over an NPC of mine without permission, they get a smack on the hand for bad form. Many of my NPCs upstage my own main PCs! So yeah, they're important.
* The more "real" the NPCs feel, the more fun players will have interacting with them in character - Again this goes without saying. But I'm going to say it anyway. Flesh out your NPCs. Make your role play partners hallucinate and forget the person working the puppet strings. If they're seeing the mun behind the scenes and not the character, PC or NPC makes no difference, then you're not doing it right.
* A player who is without a player character of his or her own can temporarily take control of an NPC - Player beware. For many, finding someone to fill the shoes of an NPC temporarily is a boon. But for some, a poorly played NPC could be the ruination of a great character. Sadly, I have given over a few cherished NPCs of mine to players who swore they could do the character justice, only to find myself banging my head on my desk three posts away. It makes me very reluctant now to offer out my NPCs for other people to play.
How do you feel about NPCs? If you've got any input to add on the subject.. please share!
Role-playing games
A non-player character, often shortened to NPC, is a character that is controlled by the game master in role-playing games. When this definition extends to video games, an NPC in a video game is usually part of the program, and not controlled by a human.
NPCs vary greatly in importance, from the NPC innkeeper seen once by the player characters, to the NPC arch-nemesis who comes back time-after-time again for an entire campaign. While every inhabitant of the game's world except the PC's are NPC's, very few are given any detail by the game master (GM). In fact, most of the minor ones are invented on the spot as needed—doing this well is in fact one of the hallmarks of a good GM. There is some debate about how much work a game master should put into an important NPC's statistics; some players prefer to have every NPC completely defined with stats, skills, and gear, while others define only what is immediately necessary and fill in the rest as the game proceeds. There is also some discussion as to just how important fully fleshed-out NPCs are in any given RPG, but it is general consensus that the more "real" the NPCs feel, the more fun players will have interacting with them in character.
Playability
In some games and in some circumstances, a player who is without a player character of his or her own can temporarily take control of an NPC. Reasons for this vary, but often arise from the player not maintaining a PC within the group and playing the NPC for a session or from the player's PC being unable to act for some time (for example, because they are injured or in another location). Although these characters are still designed and normally controlled by the game master, when players are given the opportunity to temporarily control these non-player characters it gives them another perspective on the plot of the game. Some systems, such as Nobilis, encourage this in their rules. ~Wikipedia
