Posted in Musings

Things Role Playing Bloggers Tend Not To Write About

Noisms of Monsters and Manuals posted some interesting roleplaying related questions that are relevant to our hobby but that role playing bloggers tend not to write about. Check out his post for the original questions, plus lots of responses in the comments (some people did it right there, some people linked to blog posts, like this). Following are my answers to these questions, as the GM of my group that include my wife and three long term friends.

EDIT: After writing this post stream-of-conciousness-style I realise that my Nanowrimo brain is still on. Sorry for the word count.

Book Binding

When my copy of Savage Worlds fell apart as soon as I opened it, I got it ring bound to make it usable. I found that it became even more usable than my other books. I love ring binding (especially on small books like Savage Worlds) because you can flip it open to a page and leave it there. You can also make the book take up less room on the game table, because you don’t need to have it open at a two page spread all the time. I tend to use PDFs a lot these days though, so that avoids the whole pages falling apart issue.

“Doing a voice”. How many people “do voices”? Should they? How do you get better at “doing a voice” if that’s your thing?

I sometimes do voices, and some of my players occasionally have. Mostly it’s not accents though, it’s more like a deeper gruffer voice for a stereotypical barkeep, a quieter awed voice for children amazed by the adventurers, that sort of thing.

This week I did the voice of an elderly angel woman in our game where angels live among humans. She has seen a lot, even for an angel, and so she’s a little nuts. Her voice ranged a lot and was totally Yoda at some point, but it was more about how she talked, the words and grammar and so on, than the exact voice always matching.

I think voices can be fun, especially for NPCs that are supposed to be memorable but you aren’t going to need to speak as all the time. It’s hard to keep it up though, especially difficult to come back to that voice after long breaks between sessions. I try to keep track of it by making a few mental or written notes about the voice:

Drawlin’ voice, drops a letter or two at the endin’ o’ some words, adds unnecessary cowboy-like words in between but otherwise chooses words real careful in heated situations and is mighty respectful to folk, even bandits.

That’s my cowboy-inspired sheriff in the fantasy game I’m running for my wife. I’ve never written it down, but mentally I do what I just did there: try to remember the voice prompts in the voice, as if the character’s telling it to me. Still pretty stereotypical, but I drop in and out of it if I don’t remember those things.

Anyway, mostly the ‘voices’ I do are more the words, grammar and pronunciation than an accent or anything like that. I do use stereotypical accents sometimes, like with the old angel lady, but the other things are more important, I think.

Breaks. How often do youhave breaks within sessions?

Within sessions, hardly at all. At the moment we’re starting around 7 or 7:30 and ending around 10:30. So we don’t have much time. We muck around at the start and people throw pop culture references and quotes back and forth during the game. It takes us out of the fiction and really slows the game down, which can be annoying. I think we do that, though, because we don’t have much time together so this is our social time too. We’re playing this Saturday and we’ll have plenty of time so we’ve put forward the idea of getting that chatter out of the way first, then playing solidly for a few hours, then having a break where appropriate in the story and getting social again.

Normally in our games, because of the short time frame, people get up for bathroom breaks and drinks and stuff whenever. We keep going if we can and just fill them in briefly when they get back a few minutes later. Works for us.

Oh, also, in our longer campaigns where characters may have secrets and so on, we don’t have breaks really, but often someone will want to talk to me in private in the other room so we go do that and everyone else does whatever they want in the meantime, which is sort of a break for them too.

Description. Exactly how florid are your descriptions?

Not very.

I was tempted to leave this one there, but I won’t. I describe things more like “It’s sort of purple, like that table cloth, but all meaty” rather than “The creature’s skin was a brooding purple bruise”.

I do try to use cool words (like brooding) when I think of them, but only if it makes sense. Mostly I just say it like it is, and try to relate it to the character asking. If it’s a happy-go-lucky character who’s all bubbly I’ll sometimes try to say that “it this really nice bright sunny yellow colour” in a happy voice. If it’s a dour character who is known as a sad sack I’ll say something like “It’s bright yellow like the damn sun or that stupid parrot that won’t shut up” if I know those other things have been annoying him.

I try to give a few roleplaying cues or ideas with descriptions. If a character has a medical background I’ll try to describe things in those terms, if they are a no-nonsense down-to-earth fighter I’ll be blunt about how things look. I realise as I type that I don’t do this stuff I’m saying as much as I’d like. I want to focus more on description. I’ve got an index card that has ‘sound’, ‘smell’ ‘sixth sense’ and so on written on it to prompt me. Sound and smell are things I need to describe more.

I think describing these things, even mentioning texture, scent, etc. at all goes a long way, even without florid descriptions.

Where do you strike the balance between “doing what your character would do” and “acting like a dickhead”?

This rarely comes up. If it does I ask the player if they are “sure you want to smash the only wagon you have, leaving you and your party stranded in the wilderness”. Just putting it back to them with the consequences attached, so they are sure of what could happen if they do that. It often prompts the other players to step in and try to help think of an alternative to the character’s action, too. I also try to get the players to come up with reasons the characters are together, so that if the lone wolf or sullen type characters want to leave or be jerks about something, a character they have ties to can often stop them, even just by me reminding them of these ties.

PC-on-PC violence. Do your players tend to avoid it, or do you ban it? Or does anything go?

I personally think we haven’t had enough of this in our games. I’d love to see some more in a game where we’ve told each other up front that it is likely to happen. We all love our characters so we don’t like risking their lives against each other. The ties mentioned above also often lead to a situation where PC-on-PC violence just isn’t likely to ever happen. When we play Apocalypse World I’m pretty sure (and hoping) some of this violence will arise. I think this can lead to good roleplaying opportunities, and PC-on-PC arguments almost always do.

How do you explain what a role playing game is to a stranger who is also a non-player?

I don’t do this often. One of our players still always calls our roleplaying “D&D”, no matter the game, setting or system. If it comes up I usually either ask strangers if they know of Dungeons & Dragons and start saying how it’s like that but different, OR what I’ve done more recently is describe the setting of our game to hook them in, then they ask how it works, and I tell them a few simple rules about whatever the system is. Describing our Primetime Adventures game to a non-roleplaying friend, I went into the setting we’d made, then told him about how it was like a TV show and there were acts and scenes etc.

Alchohol at the table?

I’m not a big drinker at all and this has never come up. I wouldn’t mind people having a drink or two, I don’t think, especially in longer sessions. It could loosen people up a bit and get the ones who don’t talk as much talking. Maybe we’ll try it this weekend.

What’s acceptable to do to a PC whose player is absent from the session? Is whatever happens their fault for not being there, or are there some limits?

We often skip or delay the session or sometimes we play Munchkin or a one shot like Fiasco instead. If they aren’t here for a long time we try to write them out of the story for a bit (one player was away for a month so we played flashbacks). If they are away and we play anyway that day they – hey! super rhyme combo! – just fade into the background and are assumed to do well enough at any required checks. I try to keep them out of danger and situations where I don’t know how the player would react.

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Posted in Tools & Techniques

NPC Description Tables

It was my birthday recently and my awesome wife made me some NPC Description Tables!

They’re some handy tables for generating various physical characteristics and behavioural traits of NPCs on the fly or during prep all contained on a single page. Choose results or roll once for each column. She didn’t design it to make coherent NPCs by reading across the rows, but I think you can get some pretty interesting ones by doing that too.

When rolling, for the large table roll a d6 twice and check the results in order, or roll two different coloured d6s. For the d8 tables, if you happen to have only a d6 handy you can just use that, as the results that a 7 or 8 would bring can easily be ignored as they are the least common.

Also, some results have a few choices, sometimes as opposites or alternatives (hairy/hairless) and sometimes to just give a little more choice (bandaged/stitched). When you get a result like this, choose whichever you like best or whatever seems most appropriate.

If you don’t like a result or it doesn’t make sense with something else you’ve already rolled, simply re-roll or choose something else.

I hope you enjoy this gift as much as I have.

Download the NPC Description Tables.

Posted in Tools & Techniques

NPC Motivations Table

Here’s a simple table for coming up with quick and dirty NPC motivations. It requires a little bit of thought on the part of the GM, but gives a good starting point. Simply roll a d4 and a d6 and compare the results to the table: d4 for the column and d6 for the row.

Some of the results overlap somewhat (like desire for freedom could be a desire for change) but it gets the job done fairly well. I’m hoping this will give me, and others, a good starting point for NPCs.

If you roll and realise that this guard the PCs are talking to has a Fear of Truth, then maybe that gives you the idea that he’s taking bribes and is afraid of that getting out, or maybe he has some evidence that one of his fellow guards is a murderer but is afraid to believe it.

The goal here is not to generate fully fleshed out motivations, but to give the GM a spring board for their creativity. Usually something going on in the plot or the PCs stories and hooks will give you an idea of where to go with the motivations.

NPC Motivations

  1-2: Fear of… 3-4: Desire for…
1 Loss Power
2 Retribution Revenge
3 Truth Truth
4 Danger Freedom
5 Change Change
6 Failure Acceptance
Posted in Settings

Demonsea: Ships of the Demonsea

Avast maties! It be Talk Like a Pirate Day! To celebrate we be postin’ a piratical article about the colourful characters ye be likely to meet if ye be so bold as to venture into Haulshore: a treasure-hunter’s paradise in the Demonsea campaign settin’. We’ve even got a big campaign seed for ye, and hooks for each o’ the captains. Ye could also use this here article for some other world, but if ye arrren’t privy to the secrets o’ the Demonsea, cast ya eyes yonder to read of a world of demons, pirates and adventure on the high seas!

Haulshore is a sunny bustling seaside town in Darbrin. It has auction houses aplenty that pay good coin for all manner of exotic artefacts brought in from the sea and far away lands. Pirates, explorers and adventurers consult maps at taverns such as the Jolly Dagger and recruit crew members here for daring expeditions. Such crews often bid on items at the auction houses too, as many of these artefacts – be they engraved shields, horned skulls, battered journals or what have you – also serve as maps to even greater treasure for those who know what to look for. You won’t always find the same ships at Haulshore – they’re usually off on adventures – but it is a frequent port of pirates.

Right now, some very notable captains have docked in Haulshore and are looking for new crew members. Everyone seems interested in a secret auction in the back rooms of the Jolly Dagger – something too precious to be shown in the auction houses. It is an ornate shield known as Sarrek’s Voyage. Engravings and threads of gold depict the ancient hero Sarrek at various stages in his epic voyage: the Battle of One, the Battle of Many, Respite, the Ascendancy, the Stranded and so on.

Exact locations of the events depicted on Sarrek’s Voyage are unknown, but it is said the ancients built a temple at each point. Rumour has it that taking the shield to each temple will show the way to the next location and ultimately, the final resting place of Sarrek: a mythical holy city of treasure and wonder lost for thousands of years!

Broken Shackle

Captain Hodric ‘Red’ Bragg is a ragged portrait of a cutthroat pirate. His gut is heavy with grog, his thick black beard full of lice, his teeth yellowed or replaced with gold and his reddened skin leathery from sun. His crew is a bunch of murderous criminals with nowhere else to go and no moral compass to guide them.

Very few women ever join his crew and those that do have to be tough as nails to survive, and even then the Broken Shackle is not an inviting place for females – or for civilised males. Below deck, the three-masted black and brown galleon smells like grog, piss, blood and sweat. It has a large filthy brig for any foe who survives an onslaught from the ship. On deck there perches a black cannon that has obliterated more than a few enemy ships.

Bragg’s crew has some good divers who quickly loot their sinking foes. The crew also contains one incongruous man named Lorne. He is well-dressed, well-spoken and seems very out of place here. Whispers say that he may have once sailed with the Fierce Sharai, but there is bad blood between them now and Lorne is the recruiting officer for the Broken Shackle.

The Broken Shackle’s crew pillage and plunder. Their average missions include raiding unfortified towns, scuttling or capturing courier and merchant ships and generally causing havoc that reaps rewards of gold, grog or women. Lately, though, Bragg has been sending his crew on more and more raids against smugglers. What do they have that he wants so badly? The Red Captain has been getting redder recently, it seems – some say it’s not the sun at all, but that Bragg has been hiding an addiction to Ambrosia – the red liquid rumoured to be made of demon blood – and has fallen off the wagon. Perhaps now is the perfect time for mutiny?

Seventh Chance

Captain Jenny ‘Fishnet’ Shemmer is a strikingly beautiful woman. Her lustrous red hair, long legs and good looks are the talk of the town whenever she comes ashore. However, she is as dangerous as she is pretty. It is said that Fishnet got her nickname when she strangled to death the former lascivious male captain of the Seventh Chance with her stockings.

It is well known that Shemmer sails both ways and seems to only recruit attractive and alluring people. Because of this, her entire crew consists of beautiful men and women who are also deadly in combat – if they weren’t before joining the crew, they quickly learn to be under Shemmer’s harsh and domineering rule.

Shemmer likes control and hates being showed up. She holds a grudge like no other and will commit considerable resources towards vengeance. She loves her ship, the Seventh Chance, and since winning it from the previous captain she has made the two-masted galleon into a work of beauty. Polishing and painting the ship are common chores for the crew and the vessel is flawless, save for one massive scar down the side of the ship that reaches so high it mars the railing on the bow itself. Shemmer sometimes sits and strokes the splintered wound on the railing, thoughts of revenge dancing behind her eyes.

The Seventh Chance favours bounties of jewellery, artwork and other beautiful things. Whenever they can, these are the prizes they seek. Beautiful new crew members are also sought out and any ships or even towns that strike Fishnet’s fancy will often become the target of ruthless and relentless attacks until she has what she wants. Most of the rest of the crew’s time is spent tending to the ship and tracking down those who have wronged the crew and captain.

Freerunner

Captain Seth ‘Breezer’ Tallow is a lanky young man, spry and full of wit and good humour. He is incredibly laid back for a pirate captain and other crews sometimes call the Freerunner the ‘Party Ship’. His people are relaxed and spontaneous, making them unpredictable in combat and allowing them to excel in unexpected situations. However, their attitude means that they don’t plan ahead a whole lot and just ‘breeze’ through life taking advantage of opportunities that come their way.

Breezer’s crew could probably achieve great things if they put their minds to it, but few of them ever bother. Most are highly intelligent, but bored with lives of discipline. Breezer offers a life with hammocks on deck and tropical drinks and card games most of the day. Because of Breezer’s lax policies, his ship is a haphazard vessel patched together and barely staying afloat. It is one of the fastest ships on the waves due to it’s design, but after even a short skirmish there is a chance of sinking.

Being an opportunistic captain, Breezer has made a lot of enemies. He’s avoided many more thanks to the quick thinking and glib tongues of his crew during short cons. Breezer’s even pulled one over on Shemmer a few times – he doesn’t think she’s on to him, but he can’t be sure. Whether Shemmer is involved or not, one particular mark Breezer struck at long ago has teamed up with a more recent mark, tracked him down and is about to start some trouble. Meanwhile, the ship is in desperate need of repairs.

Fierce Sharai

Captain Dasharah ‘Ransom’ Kalkaran is a fit, bald Kalrashi man in his mid-thirties, lean, tall and looming. Dasharah is a serious but friendly and reasonable man who understands the importance of structure and discipline, but also knows that people need to cut loose every now and then – especially when hunting demons. The Fierce Sharai – meaning Fierce Queen in Kalarashi – is dedicated to protecting the world by hunting down demons, cultists and artefacts that could be used to strike back against the demons in the Burning War back in Kalarash – or securing those that could be used by demons.

Because the captain is Kalarashi and the ship’s cause is close to his people’s hearts, many other Kalarashi are drawn to this multicultural crew. Dabrish are the minority aboard the ship, but not by much. Generally, the crew is very accepting and there is little racial tension as everyone has much greater threats to contend with, in the form of demons. Criminals find their way onto the Broken Shackle, but many outcasts have a home on the Fierce Sharai, as the captain has a soft spot for these people, being an outcast himself.

Dasharah’s nickname, ‘Ransom’, comes from the fact that he is more likely to ransom prisoners back than kill them. Some say, however, that the true origins of his nickname are much more intriguing. The Fierece Sharai, golden in colour, was originally a royal Kalarashi treasure ship and rumour has it that Dasharah stole the large swift vessel – laden with a sharai’s ransom in valuables – and fled his homeland. It is unclear what drove Dasharah to this course of action.

Perhaps he was banished for committing some horrible crime or maybe he discovered a dark secret during his time as a royal guard and could no longer bear to serve his sharai. Whatever happened, everyone – especially rival captains – have their own opinions of the event and scandal surrounds his departure. Regarding nicknames, it is said that Shemmer finds Dasharah quite appealing and has given him a second nickname: ‘Handsome Ransom’.

The Fierce Sharai’s missions are much more dangerous and exotic than some of the other crews, due to their frequent encounters with the demonic. In Darbrish waters, they are more likely to come across cultists or demonic artefacts than true demons, but they have sighted a hellship or two in their time.

One member of the crew, a waif of a woman named Esmala is demon-touched and receives prophetic visions, though some say the demons can see through her eyes. Sarrek’s Voyage supposedly leads to a place that holds a mighty weapon that could be used for or against demons. Dasharah wants to get there first to use the weapon to fight against the demons, but he knows the other captains have their eyes on Sarrek’s Voyage too.

Bloodwave

Captain ‘Bloody’ Bertha Harding is a hardbitten fearsome woman who makes Shemmer look like a kitten. Bloody Bertha is burly, battleworn and stout. She is not short, but not towering. She is middle-aged at least, but her exact age is hard to determine and anyone who has dared ask is now dead. Bertha is widely known to be heartless and ruthless. Her crew are crazy, bloodthirsty monsters too, and she is the only one who can control them. Nobody messes with Bloody Bertha.

Her ship is a massive cannon-laden heavily-armoured vessel, painted red – rumours say that the paint is the blood of her enemies and “Bertha will paint the ship with you!” is a common warning to fellow crew mates or a threat to enemies. The Bloodwave is so well armed and armoured that ramming other ships is definitely an option and the scars on its hull are testament to the battles it has won.

Nobody knows how new recruits are chosen for the Bloodwave, but what is common knowledge is that the ship’s recruiter is also an infamous and effective torturer, possibly an outlaw inquisitor wanted for treason. Rumours told by men now dead at Bertha’s hand proposed that one of her rival captains was actually her child. Dasharah is out of the question, but could Bragg, Shemmer or Breezer really be related to Bloody Bertha? If so, nobody is letting the secret out and they all seem just as terrified of her as anyone else. Or is that just a show? Could one of them be working with her? Or is their relationship even more fuel for the fires of rivalry?

Bloody Bertha is a woman obsessed, it seems. Her ship, the Bloodwave is the toughest ruddy ship on the sea, but she isn’t satisfied. Word has it that Bloody Bertha is looking to capture herself a Hellship. Only she would be crazy and ballsy enough to try to board and take a hellship: these ships sailed straight out of Hell, lashed together from flesh and bone, leaving a trail of sulphur-smelling steam in their wakes.

Some believe the hellships are colossal demons themselves, and more than one half-drunk half-insane sailor has told tales of catching a fleeting glimpse of a hellship through a thick blanket of steam and swearing that a huge yellow eye peered back from the bow. How much of this is true is unclear, but it’s all damn scary and Bloody Bertha doesn’t seem phased in the least.

Casting Off

PCs starting off in Haulshore have plenty of opportunities for adventure. Which crew will they join? Do they admire the ship’s captain or share his or her goals and desires, are they just there for the riches, or are they joining as spies or so they can mutiny? Do they have any ties with the other ships’ crews? What trouble and advantages will this lead to? How interested are they in Sarrek’s Voyage? Do any of them have connections to demons? Maybe one has seen a hellship before or perhaps they are inquisitors or demon-touched.

You should make sure to let PCs make knowledge checks and talk to the ships’ recruiters, because whichever ship they end up on, it will make quite a difference – even if all the captains are after Sarrek’s Voyage. Pirate ships are great, because they are mobile adventure locations. Don’t think of them just as a means of transport from one adventure to another. Lots of exciting things can happen in the middle of the ocean, thanks to the variety of interesting NPCs stuck together in a relatively small area.

The descriptions above talk about the crews in general, but there are always crew members who break the mould – there might be some nice people, like Lorne, aboard the Broken Shackle, surely Shemmer can’t be a task master all the time (right?), maybe there are a few really dedicated long con grifters on the Freerunner, there are definitely some nasty people on the Fierce Sharai amongst all the other accepting crew, and who knows what really goes on behind the fortified hull of the Bloodwave?

Remember, too, that pirate crews are large and the PCs might not meet everyone straight away. That allows you to introduce new NPCs later, even in the middle of a voyage. Pirates die too – especially in Savage Worlds – and recruiters will need to gather more crew, meaning new NPCs – good and bad – will be joining the established crew from time to time. Connections with other ships also make for interesting hooks when you inevitably run into a rival pirate crew.

Whatever you do, make it fun and exciting! That’s the spirit of adventures on the Demonsea!

Posted in Tools & Techniques

Reusing NPCs

I was reading this post about reusing NPCs over at the Spirits of Eden and I realised I had a lot more to say than could fit in a comment. So thanks goes to Wyatt for inspiring this post on the topic.

Wyatt was writing about stock characters that he reused in different campaigns. I’ve done this several times and my players love it. I find that my players become even more intrigued when the NPC has been through some noticeable change since the last time the players saw them.

I’ve been using the “same” RPG world since I started running games, but there’s a reason “same” is in quotation marks. Some of the adventures in this world happened thousands of years ago, so the landscape has changed but legends of the PCs’ adventures live on and so do some NPCs.

Really Old Friends

Mondo was one of the first major NPCs I ever made. I was new to roleplaying games and I wanted him to be awesome. So, of course, he was a powerful wizard who felt the need to show off his talent by having automatic spells cleaning his room and making potions, using mage hand to pull books off shelves, and so on. He had a cloak that reflected the current state of the sky above him, even if he was inside. He even had a pet pseudodragon. See? Awesome.

Grindor, on the other hand, was a travelling merchant with a giant bag of holding that contained his entire market stall and all his stock. He had an orc bodyguard, but was very friendly to the PCs. He even loaned a powerful sword to a trustworthy adventurer who really needed a leg up in a coming battle.

Skip ahead several thousand years and Mondo and Grindor are still around. When my wife discovered this, in game, she was very intrigued to find out why her first PC had faded into myth and legend, but her merchant and wizard friends were still going about their business.

These days Mondo has eschewed his ostentatious magic and lives in a cottage outside a large city. Mondo’s “awesome” cloak is gone, but he still keeps a small amulet with some of that fabric stretched over it to remind himself – and PCs – of how things used to be. His pseudodragon is long dead but its ghost keeps the old wizard company.

Grindor also carries on and while the PCs haven’t found out why he’s still around, I’ve got it worked out. What they do know is that he’s friends with Mondo. These ancient recurring NPCs have got to stick together.

Grindor also has a bigger shop now and some new assistants. His orc bodyguard is dead, but he now has an intelligent stone golem and a small freckle-faced girl helping him out. My wife is very suspicious that this could be her long-dead character’s descendent. No comment from me. New fodder for new stories.

Familiar Faces

I realise that most GMs won’t be progressing their world thousands of years. So here are a few more examples that have only half played out so far, but that I have high hopes for in the future.

Theo was the central NPC in a solo campaign I ran for my wife. Theo was the overworked understaffed captain of the guard and my wife’s character was his confidential informant. At the end of the campaign, Theo retired with ideas of starting up a detective agency once he spent some time relaxing.

Sooner or later, I’m going to need a detective NPC. Who better than Theo? My wife will love seeing him again and it’ll be great to see how he’s changed. Is he still trying to get the job done with an empty wallet? Is the new life less stressful? More stresseful? Maybe he’s still on vacation, fishing from the piers but can’t keep himself away from the job and starts unofficially investigating crimes that the guards don’t want to touch.

Another example is Sidney, a character I pre-generated for one of my players who just ran with the concept, playing him really well. He was a paranoid little man, working for an oppressive government. His pockets were full of stolen government stationery and coasters in a pathetic attempt to stick it to “the Man”.

Sidney was used in a one-shot flashback game reminiscent of the movie he Hangover and was very concerned about all the crazy things he had done the night before. “Do you know how many regulations we’ve broken?” At the end of the game he fled the country and his government.

When we next meet him will he be just as paranoid? Will he be a super cool spy? Will he be out of the business? He could be in deep with the criminal underworld, bringing his paranoia back in full – and this time with good reason.

Other Methods & Final Thoughts

There are lots of other ways to reuse NPCs. One of my favourite and most successful NPC (and PC) reuses involved a Parallel Universe, but I’ll save that for another post. I’ve also got some related advice on using NPC surnames and traits to create believability, so I’ll post about that soon too.

As you can see, I’ve got more to say on this topic, but this post has become rather long. I’ll finish up by saying that reusing memorable NPCs is a great way to create believability and verisimilitude in your world. On top of that, your players will love seeing these characters again, especially in a different light.

Have you ever reused NPCs in your games? What about “retired” PCs? What other methods do you have for reusing NPCs? I’d be interested to hear anyone’s thoughts.