Tuesday, 11 February 2025

The 7-sentence NPC


(Dragon #184)

I’m wary - Dragon #184 is deep into 2e. C. M. Cline’s short article on creating gameable NPCs gets lots of love online. Is it deserved?

What’s it about?

We put effort into major antagonists and allies but neglect minor NPCs, defaulting to repetitive stereotypes. Guilty as charged—my town watch, innkeepers, and blacksmiths all blend together. Cline offers a fix that keeps the workload manageable: 7 sentences to define an NPC.

  • Occupation and History - Consider what the NPC did before their current occupation.
  • Physical Description - Hinting at occupation
  • Attributes and skills - High and low attributes should figure in the description with numbers called out. Skills seem to be about occupation/interests but seem to be subtly referencing the awful idea of non-weapon proficiencies.
  • Values and motivations - This is described as something players can exploit to get the NPC to do a thing. They also help the DM decide how the NPC reacts.
  • Interactions with others - Roleplaying cues (loud, obnoxious, condescending etc.).
  • Useful Knowledge - Feels more relevant for investigative games.
  • Distinguishing feature - Players forget NPC names, but not the bad Irish accent.

Cline provides four examples that prove his point but are too long to use at the table with gameable information hard to find. If implementing his advice brevity and relevance to the game should be front of mind.

Is this a keeper?

No. The 7-sentence technique delivers a long paragraph that could be useful for major protagonists, henchmen, and key town NPCs. My players enjoy engaging with factions in my megadungeon game, so I see its value for factional NPCs. However, I find rolling/picking random personality, mannerism, appearance, and physical detail to be more useful - particularly as it delivers a punchy easy to parse single sentence. This is not making the best-of list—there are simpler ways to make NPCs.

***

I applied the 7-sentence approach to an NPC the party will be dealing with in tonight's session. For select NPC's you're sure the party will interact with I can see its use as its too long to use for every tavern keeper and beggar the group interact with - oddly it's the bit part NPCs that the article encourages you to use the 7-sentence approach - that will produce a padded adventure and be a ton of extra work for the DM - it's a bad idea. On further reflection I don't like it anymore. I'd rather roll or pick a random personality, mannerism, appearance and physical detail. You end up with a single punchy sentence rather than the paragraph+ of the 7-sentence NPC. Anyway, here's my 7-sentence effort with Minor Arden Vul spoilers:

Killik

Occupation: Killik is a trusted lieutenant of King Weskenim and charged with running the ‘Wet Caves’. 

Physical: Wiry and battle-scarred, with eyes that gleam with intelligence and a snaggle tooth grin, Killik carries himself with the pride of a ruler.

Attributes: Killik has a wiry strength (attacks as a gnoll) and is a shrewd negotiator.

Values/Motivation: Killik values respect, diplomacy, and the strength of cooperation, striving for stability in the Wet Caves.

Interaction: He speaks in the third person, interacts with charm, confidence, calculation and authority.

Knowledge: He knows about Gog (5-2), Riglon the Varumani (5-54), the troll lifts, goblin town and King Weskenim.

Distinguishing Feature: Speaking in the third person.

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