Role-playing NPCs
The power of personality.
The first major NPC of the campaign can influence future interaction between the GM and the players in a new group. Choice of personalities can subconsciously determine players’ respect for person behind the screen. If your opening role is an obsequious kobold, you are inviting more trouble for yourself than you would if you led with a wise sage or similar figure capable of commanding (but not demanding) respect. The initial selection of NPC encounters can also set the tone for the campaign itself. A gritty warrior or dour, weather-beaten wanderer will suggest one atmosphere while a carefree, wisecracking fool quite another.
First impressions and initial circumstances of meetings are not to be underestimated, and are important in influencing PC reactions to an NPC. If you want the PCs to like them, make them respectful, endearing or sympathetic characters, show they have shared goals or values, or at least a shared hatred of a common enemy. No matter what long-term plans you have for them charming their way into the PCs’ hearts, if they introduce themselves by attempting to attack or steal from the party, you run the risk of their careers lasting precisely six seconds.
The personality of an NPC can also have a strong influence on their tactics in combat situations. Selections of spells or powers and effectiveness should be dependent on their personality. Spell-casters may focus on pacifist utility instead of ruthless combat magic, sometimes enough to reduce their challenge rating. Confidence, discipline, or passion may direct their decisions in a useful manner. If they’re entering a battlefield with fear, apathy, or reluctance, their choices may prove far less effective.
Sometimes it becomes necessary for an NPC to join a PC party, usually to fill a role in a smaller group that the players decide they are lacking. There are many advantages to this. They offer a continual connection to the world, aiding in immersion. They can be used for additional plot hooks, helping a group back on track if they’ve missed a string of clues, and keeping the pace and flow of the session going if the players become distracted or are thinking themselves in circles. But as useful as it is to have a GM voice present in the party, the NPC should always have their own agenda and limited perspective of the world. They are not omniscient. While they can offer side quests, they should not take a lead role, and will need persuading to go against their own alignment or beliefs. They should usually be seen as useful, but never too useful.
If you feel the need to give your NPCs accents and mannerisms, make sure you know the limits of your range. If you would no longer feel comfortable attempting an accent if a player with that accent were to join your table, then don’t do it at all. Avoid stereotypes, and avoid gimmicks. Anything can seem like a fine idea for five minutes, but if the party latches on to the lispers, the lip-lickers, or the flamboyant yet embarrassingly flatulent efreeti, you brought that torture on yourself.