There will be times when your players react in certain ways to NPCs,
and you will have no idea why they feel that way! In cases like
that, it's sometimes hard to know how to react in order to keep things
rolling smoothly. Still, once again, you have a variety of responses
you can fall back on. The important thing is: don't panic --
don't try to force the reaction you want.
Don't tell this to the players, of course... but remember
you don't have to nail down who knows what until the players are
actually talking to one of your Schrödinger's NPCs.
It's a common GM technique to decide which NPCs have what information
that some particular PC can find. This is usually not a good idea, for
the simple reason that PCs never do precisely what you expect
them to do. The best solution to this we've ever heard was referred to
by the canny GM as the "Schrödinger's NPC" effect.
An example: the players are traveling down a road. The GM knows they
will probably stop at the inn for the night, and the next day they'll pass
a knight on the road. The GM decides that if the PCs stop at the inn,
the innkeeper will have some information they need, and the knight will
be interesting local color. However, if the players decide to press on,
they'll meet the knight. In that case, since they missed the innkeeper,
the GM decides it will be the knight who has the much-needed information
-- not the innkeeper.
Be sure your information sources are accessible to at least two of
your players' PCs, for the following reason. Let us say your PC party
mostly consists of peasantry. However, you're not worried about the NPC
knight being the information source because there's one PC knight with
the group. What will you do if the PC knight's player is sick that game
and cannot attend?
Remember, when everything's a trade-off, the players
can be ruthless in their pursuit of the villain -- but that means the
villain will be ruthless in return.
Players (usually a suspicious lot) often react with extreme and
terminal hostility to villains -- not without reason. If you administer
your villains thoughtfully, your players may end up hating
them, and doing their best to move heaven and earth to get at them and/or
kill them.
Passionate players are both a blessing and a curse, however. Yes,
you've really motivated them! -but at some point they will need
meaningful revenge on that villain, or they will become frustrated and
unhappy. If necessary, try to have more than one villain: i.e. the
PCs may have defeated Darth Vader, but there's still his enigmatic,
dangerous master lurking somewhere in the shadows.
Don't show villains off too early or too carelessly, because if there's
even the tiniest chink in your villain's armor, your players will find
it and exploit it to the fullest! Keep in mind that simply saying
a villain is powerful, charismatic, and wealthy isn't enough -- you must
show this as well. If you've a wicked mental bent, you can use
common player behavioral traits to do so.
For example, if the villain is required to gloat in front of the
PCs, make it happen at some social function, where the PCs can't simply
pull out all their firepower and waste him. Most players feel an almost
compelling need to be rude to villains, so let them start to do so -- but
then have the host of the social function have all the PCs ignominiously
arrested and thrown out of the party.
Let the last thing they see be the host profusely apologizing to the
elegantly disdainful villain. Offended guests should stare scornfully
at the roughed-up PCs being hustled out like so much rabble, and the
PCs should have trouble getting anyone to listen to them -- if
they manage to cough up the (now surprisingly hefty) bribes or bails to
get out of jail.
Let the players do what they want, but make sure they
understand: actions have consequences.
Sometimes players just can't seem to restrain themselves. Let's
say you set up a scene like the above -- the elegant, powerful villain
gloats at the PCs at a social function... and the PCs whip out their
assorted swords, psionic knives, electrified chains, sawed-off shotguns,
phosphorus grenades, laser blasters, etc. etc. ad nauseum. You end up
with a gently smoking grease spot where your villain was just a moment
ago. All those carefully laid plans for naught... what now?!
Don't panic. Just imagine the scene in your mind as clearly as
possible, but put it into a familiar frame of reference. When threatened
with immediate death, people usually react fairly similarly. If you
were at your high school prom and someone blew up the principal, what
would happen? That's easy -- there'd be panic, screaming, gunfire, glass
breaking, people running around frantically -- a few folks would try to
stop the murderers -- the police, the fire department, and ambulances
would come screaming in -- it'd be very messy.
However, the aftermath would be even messier. Blurry photos of the
murder would appear in local newspapers, while local TV commentators would
sternly thunder about the dangers of increasing crime. The criminals
would be shot at by the police, folks on the street would occasionally
recognize them and either flee screaming or call the local authorities,
shopkeepers might pull weapons on them... you get the idea.
I guess you could even play it out to the grisly end, if your players
are enjoying themselves?
Everyone wants to shine, but remember -- you're not the
Hero.
In your game world your NPCs can be villains, sidekicks, neutrals,
companions, whatever... except the hero. Remember, you get to
play the entire background! Your players each only have one character --
so give the PCs an interesting environment in which to shine.
The hardest thing for a GM to learn is when to keep her mouth shut.
If you identify too strongly with your NPCs and always want them to be
the best, or if you play a player character in the game, what is left
for your players' characters to do?
The PCs may save or defeat or trust or fear your NPCs -- but your
NPCs shouldn't always win, and should occasionally need help from the
PCs. Most emphatically, the PCs should be the ones making a
difference, in your story.
Push your players to be passionate, yes... but remember that
if you push hard enough, someday they won't care any more and they'll
just want to kill the NPC!
This one's here to remind you to consider your players' peace of
mind. In this example, the GM gave all his NPC mouthpieces extremely
patronizing, rude personalities, while being sure they had critical
information the PCs needed. He made one of them an AI helmet on the PCs'
space ship. Unfortunately for this GM, he forgot the cardinal rule --
actions have consequences.
While wearily listening to the AI helmet gloating about how desperately
the PCs needed it and how they were nothing but feet for it, something
snapped in one of the players. Her PC firmly warned the helmet that it
did not need to be an offensive pig in order to help the group, and
if it didn't learn some manners it would get tossed out the airlock
door. The GM, sure the player wouldn't dare, had the AI helmet laugh
and mock her.
The player then calmly told the GM that she was picking up the AI
helmet and throwing it out the airlock. The GM had the helmet yell
to the other PCs about how much they needed it -- and then came to
the embarrassing realization that he'd gone too far with his NPCs --
because the other players simply sat and silently watched as the GM's
favorite NPC was thrown out of the ship, the group, and the game.