"You'll be using this the rest of your life" - 2070 - Location: Nursing home "The shop keep is a halfling" "TOP O THE MORNIN TO YE!" he shouts, as you enter, "CORKER'S ME NAME, SELLIN YE POTIONS IS ME GAME!"
Funny enough me too. But, while I really think that they are great players and great DMs at this table - and while I love to play and DM RPGs myself - I am just not into watching other people play. It feels like missing out on the opportunity to play myself. On the other hand I really love all kinds of RPG-Information, DM-Tips - even Newbie-stuff. Everyone has a slightly different approach and style - you get different opinions on matters and loads of interesting information. How to organise your stuff - how and when to play and when to discribe - acting vs telling etc. I often try stuff I never did before, try to improve my own style of DMing... And while I know Critical Role and a few other online - RPG tables, I really like more the stuff from Matt Colville, or How to be a Great GM or Seth Skokorwsky :D
Im surprised no one said Clarota. I thought he was a great NPC mostly because of Matt's crazy awesome voices, but also because the whole time they sort of teamed up with him, they didn't know whether or not he could be trusted. I loved their adventure in the underdark
Mercer has a bunch of memorable NPCs: Jarett (the captain of Greyskull Keep's guard), Lady Kima, Lady Allura, Kaylie (Scanlan's daughter), Earthbreaker Groon, Dr. Anna Ripley (Percy's antagonist), J'mon Sa Ord, (omg, I forgot the Sun Tree), etc. They are many, each one with its own uniqueness. Clarota, Victor and Gilmore are just the icing on the cake.
11DaltonB He was pretty good, but Matt ruined his character by having him betray the party at the end. That made him go from a pretty unique character to a generic backstabbing villain.
edcellwarrior but on the flip side the players never really intended to integrate or challenge cortas point of view, and they knew full well of his intention to reunite with the elder brain, thus was going to do just that if only done otherwise. I never felt his betrayal was concrete nor out of character for this alien species. That is both the boon and the burden of being a GM, they alone don't write the story, it is up to the players to invest in those NPCs.
@@edcellwarrior It's not about what he wanted. He was assimilated into the hive mind, his will wasn't really his own at that point. If he would have willingly betrayed them or not is unknown.
As a goblin? Of course you should if you feel comfortable doing it! Goblins are 250% the fun if you give them crazy voices (i.e. both accents and manerisms, mostly the later). Also as I understood it, the point was not that there was anything wrong with using accents, but that other things are more effective. If you are willing to do it, things like that still make NPCs/PCs/races more unique and therefor memorable.
I once had a DM who gave all the halfling NPCs deep southern drawls. It was kinda dumb but very entertaining. You do you as long as everyone is having fun.
I give all my elves a ridiculously poor english accents in order to combat the feeling that choosing a language doesnt matter. If nobody speaks Elven.... You better be good at deciphering
The artists asking for blood type might be because they come from japanese tradition where blood type is treated like a zodiac sign where it predicts their personality.
Well I mean it's basically the same as trying to predict how people act based on astrological symbols... and yet people believe in that all the time too.
A couple of other quick notes about why Victor is an important/memorable NPC, besides Mercer's voicing of him: -He is the most convenient source for a limited resource that one of the characters needs -He "evolves" over multiple encounters, kind of comically -Finally, without spoiling, some of the information that VM gets from him foreshadows some pretty dramatic future events My guess (tho I can't know for sure) is that Victor began as a kind of comic relief. But he turns into an important NPC pretty quickly because Mercer layered him into the life of one of the characters and into the broader plot of the story. ps. i think someone's done a supercut of his appearances if you don't want to watch the relevant vids
Ya, Mercer has said that he created Victor from thin air (even, literally, the name - watch their first meeting closely :) ) and then only added to his persona once it became clear Percy would return. This is classic DM ad-lib followed up by post-game reflection.
It comes back to the mantra of quality writing- show, don't tell. Great advice Matthew! Focus on making the characters live when presented to the players and not in voluminous notes! -Ryan
True! Good writing advice is useful for DMs, since we're engaging in the act of storytelling similar to how writers are! I'd like to argue though that you can "tell" as a DM, but you have to make your players want the information first.
Nope, sorry. It says here your credit score only qualifies you for a bad Jersey accent. We're sorry if that's inconvenient, but in this economy, you take what you can get.
I do love Smaug in that animated film. As a child, that old Hobbit film planted the seed of fantasy fandom within me. "I am SMAUG. I KILL WHERE I WISH."
I appreciate you acknowledging that Data mistakenly used contractions sometimes. The one time that I’ll never forget was in Datalore, after an entire episode of Lore impersonating Data, Lore had finally been Ousted.... but I got completely hung up on the fact that one of the last things Data says in that episode included a casual unhighlighted contraction. The show never did anything that justified my paranoia, but I still think about that sometimes...
I don't really do dedicated accents for races, but I do have certain pitches or moods, like elves=higher/aristocratic, dwarves being gruffer or lower, dragonborn being deep and maybe raspy, gnomes and halfings being cheerful and casual, and tieflings being somber, lower.
Doktar Hoo Drow = great lakes (michigander) elves = great lakes (Chicago) eladrin = great lakes (Milwaukee) dwarves = great lakes (Cleveland) dragonborn = great lakes (buffalo) tiefling = great lakes (Chicago) I found there's a lot of value in just using variations of your own accent. it makes sense to me that elves in a region will have similar accents to dwarves in the same region, but with a few minor quirks.
@1:11 I have not watched Crit roll. But I have been going over your content before I start DMing, for the first time. You've done me a great service, and thank you.
I created an NPC that my players have loved more than any other, and it was, to an extent, the product of a funny voice and a quirky personality. His name is Wilpip, and he runs a magical shop called Wilpip's Wonders. He's an incredibly old and very short gnome, with a white beard trailing down to his ankles, and he "sells" his wares to the players for the price of other strange oddities they've encountered on their quest. For example, one of my players ended up getting their hands on a tentacle from a Pentadrone, which they traded to Wilpip for a hat that summons birds each day. Another player learned to carve wood, and created a bunch of odd looking mushrooms that they traded Wilpip for a stone of healing (you hit someone with the stone to heal them). He's not a complicated NPC, and he was meant to be a one-off originally, but he was so universally love that I made him a recurring character, and his shop will just pop up wherever the party happens to be every couple of sessions.
Reading good novels aloud with you family is also a great way to learn to speak with various mannerisms. It's hard at the start, but when you come across dialogue from characters with particular mannerisms, the very way it's written or described will steadily teach you how to speak with those mannerisms.
Mathew, that small story for what happened next with the farmers family... just so great. The pleading of the children and the mother, the uncomfortable realization that the father, for pride and justice, was about to deprive them from something so valuable that would make their days just a bit easier was so palpable it almost broke my heart. Good stuff.
I've had two NPCs in my game so far who have basically been the dude who gives the party their quests. the second is far more memorable for the players than the first from the moment they met him. this NPC is so memorable that one of my players who also DMs told me that he wrote him into his game. the "secret" is that he was a Commander named Ander. as it turns out, it sounds ridiculous when you say Commander Ander and I didn't know what I had made until I said it out loud, but it stuck and will probably go down in history.
This is the most useful one for everyone so far. With backgrounds you really gotta keep it to 20 words or less, sometimes I'll see a player going in with a novella and I just have to break their heart by telling them it's far too much. As for NPCs, my own secret thing is figuring how they think they could make use of the PCs. One of my favorite instances was a party asking a farmer if he knew of any work and he immediately went it "Well, we got harvest coming up, if you fellers are willing to pick some fruit for the next few weeks, you'll earn a good meal and a warm bed while you're working and we'll let throw in a few coppers and a basket of what you pick too, maybe more if you work hard enough" The PCs may want to find a problem they can resolve through violence, but those apples aren't going to pick themselves.
At first my knee jerk reaction was that "No! Backstories are extremely important!" But then remembered that we are talking NPCs. I as a DM feel like character backstories are so very important, especially if you want the players to feel like their story or game is memorable. Using things that the players make up, I have found at least, brings either a twinkle to their eye, or a look of personal fear because they know what is ahead to an extent. But I can see merit in a backstory coming together as the story plays out.
Mercer is just great at creating memorable *shopkeeps* specifically! I mean, other stuff too, but all his most memorable NPCs always seem to be shopkeepers.
@@hannaburnett9381 there's actually a great implicit advice to be taken there i think. As Jacob of XP to level 3 says, having interesting, mostly good-natured shopkeeps is a great way to have engaging roleplay moments, cause in almost every game you play your players wanna buy or sell stuff.
Memorable NPC's...hmmm... My advice: Take risks - Try something new, be it a voice, body language or something similar. Don't be afraid to think outside the box. If you're not good at accents, try practicing them. Change the pitch of your voice, or find unusual sentence structures for your NPCs. And don't worry if you're "not that good at it." Trust me, the more you do it, the better you'll get at it. I played a Half-Drow Sorcerer whose native tongue was Undercommon, so when he spoke to the rest of the party, who spoke Common, he would screw up verb tense or word order. Think about how romance languages differ from English in sentence structure. Use that same structure, and translate it poorly. Boom. Undercommon to Common speech. Get up - Get out of the DM's chair and stand. When you RP an NPC, the more body language you can express, the more memorable it will be. Standing up will allow for better hand movements. Facial expressions are easier to see when not behind a DM's screen. Walk around the room if you like. Walk around the table and interact with the players by their seat. This can be especially effective if the NPC has a special relationship with that character. I once had to RP an older halfling matron, and she would walk about the table and kept asking the Teifling to "take her hat off", because she could not comprehend that the Teifling had horns. She would walk up to the Teifling player and tap her gently on the arm as if the Halfling were her own mother. Take notes - When you come up with a particular NPC, write a few key notes to make that NPC consistent. It could be things like "hunches, gruff voice, complains about the rats in the basement". Use those notes to interject consistent behaviour into the encounters. I once used Mags Bennett (Justified) as the role model for an NPC in my game. I took notes on her behaviour, changed her accent to Irish, and the players kept coming back to her for help. The fact that she was the local Thieve's Guild leader in the guise of the Innkeeper was just sauce for the goose. Props - If you're not good at voices, try props. Something as simple as a few hats or a scarf could make clear which NPC the players are talking to. When the players have no doubt, neither will you that you've hit the mark. I've used something as simple as a pen when RPing a talking Animated Sword. I found that, after a few quick motions, that the players were looking at the pen and not myself. And Matt said it best: "go for it."
Get up- Yes! I once made a grand thief of the thieves guild that walked with a hunch and had partial facial paralysis. Walking around the room with a hunch forcing my face to twist and contort, it hurt my face all the time. My players still remember him well as Quickpalm. Good times.
Nerdarchy You guys are cute with how you guys still go around on other D&D channels and comment Mike Gould and I seem to always cross paths too! By the way, thanks guys for all the good content; I may make a D&D channel myself. Happy gaming and remember, stay nerdy!
Nerdarchy Ryan, to resolve that, you might want to ask such a question first ;) You might also want to chase me to Web DM and DMG Info/7DSystem. Do I lose my "Nerdarchy website writer" status for sharing the love? ;)
To me It seems that you improvise NPC's backgrounds based on what they goal is, where they live, or in what class of society they are part of. This stuff it's really hard to do when you are a new DM. To me, helps if you set apart the major NPC's and the minor NPC's. The minor ones I give a little description of their personalities, goal and background, this in like, 3 lines of text. The major ones I describe the look, race, occupation, goal, a real background, previous interations with the PC's plus some information they know. The other stuff I improvise myself as every D&D game has some of it. (Sorry if I write something wrong, my english is not very polished)
And that sounds a lot like what Matt Mercer from Critical Role in the GM Tips suggests, so sounds like you're doing alright. Different GMs have different opinions on how to do things. This is just one of many suggestions.
It's a joke about the Lulu album. One of the songs called "The View" has Hetfield yelling "I AM THE TABLE!" over and over, and it became a bit of a meme.
The way you talk in these videos is so cool. So concise, so fast yet understandable. I just paused at 6:40 and felt more like it should be 12:something. And then thought to myself "Yay, that just means I get to watch more."
Doing crazy accents as a Dm reminds me of an old music joke of 'play a wrong note once, that's bad. Play a wrong not twice, that's really bad. Play a wrong note three times and you have jazz'.
The philosophy I take from this, is that at least some NPCs should to some extent force players to take a stance (they are a spice most of all). The NPCs thus serve to make the PCs memorable by forcing players to shape out their own characters in response to the NPCs. Exaggeration can be a great way to achieve this as it is the hardest to ignore. The first black smith you meet is a skeptic man who believes himself wise enough to know the way of things and the way of things is orcs and their kin are bad people. The half-orc wishes for new great axe and the blacksmith with condemning sarcasm replies "My my my, how advanced! Sure I can't interest you in something simpler? OOH, maybe this rock?! I hear they're great for bashing the skulls of little girls. You would like that, wouldn't you?". I believe it's hard for a player to not then think hard about what his next words, if any, are gonna be and that's what I want. The next blacksmith could be on the other end of things: A young man who just recently set up shop. He recognizes the characters as the heroes who cleared out the bandit cave. Maybe he fumbles nervously trying to show his great appreciation while constantly apologizing for everything he does or maybe his talking is full of friendly jabs because he wants to measure himself against the heroes. The key thing here is to think about what you want to confront your players about (ex: being a hero) and the different ways persons of your world might do it (nervous gratitude or a friendly challenge). Message and expression. The third blacksmith on my list can also provoke a reaction from the players by being so utterly indifferent to everything they do. She sits at her table with her head resting lazily on her fist while the other hand slowly picks through the the pages of a book she never takes her eyes off. She speaks mostly with sounds or memorized phrases and might not even do anything if the players leave with an item unpaid for. These are not entirely organic NPCs. They have fairly specific purposes tailored around the party, but they work great for when you want their next time shopping to be memorable.
This is what I really needed to truly flesh out my NPCs. A man isn't defined by the way he speaks, but by what he says, why he says it, and how he says it. Perspective, motivation, and expression. It seems too simple at first but it's really defines NPCs very well.
Class Consciousness in general is something people need to learn and understand. Your economic conditions define who you are and who you become. If you want to know about a place or people look into the economics and politics it shapes.
You like Terry Pratchett's characters too? He's my and my father's favorite author, we've read those books out loud for years. My dad does the best voices of anybody I've ever met, and I steal most of my voices from him.
I'd say Lady Kima and Jarrett are memorable characters as well. Kima especially since she has no "wacky accent" or anything, but by the way she talks and acts you get her personality immediately.
One of the most memorable NPC's I made was initially just a random Court Wizard, but the Druid wanted to buy spell components for Reincarnate, which is described as "Rare oils and unguents worth at least 1,000 gp". I started off by describing how the Wizard took a bit of the oil and rubbed it on his skin, but with each subsequent visit he'd get greasier and greasier, and it got to the point where he'd just emerge from a barrel coated head to toe in the viscous oil. The PC's ended up murdering him to steal his oil, but he just revived himself with Clone and came back a few hours later with the guards, so the party had to run away and never come back for fear of the vengeful Grease Mage.
I just read the NPC's side after the encounter and I gotta say, I'm truly impressed. That was a great read that put things in perspective and it was only 2 pages long. I envy your talent Matt Colville!
WOW, i read your farmer pdf after watching this video having no knowledge other than what you said here and that letter. and I even so sad for that farmer and his family i cried! Great job!!!
HAHAHA! Victor the black powder merchant was the first that came to mind. . . .the animated series are so hilarious. Also memorable was Lady Kima (sp?) She's memorable because she's SO badass, and it was her adherance to her personal code of integrity that makes her so memorable.
Something that I found helps *a lot* for learning how to toy around with the kind of rapid-fire NPC work that DMing sometimes requires is to just outright practice it. Grab a friend or a player and sit down for a few minutes to an hour and RP out little scenarios that often wind up improvised by DMs (Interrogations, Shopkeepers, that sort of thing). Maybe write up some cards that give you a setup for the scene in an ad-libbed sort of way. It's good practice for both sides of the table, plus it can be quite fun in it's own right!
I wonder if the blood type thing is because of the japanese inherited tradition of using bloodtypes kinda like we use the zodiac to get a broad idea of a persons personality
Came here to say this. In Japan bloodtype is supposed to to be predictive/reflective of personality, and is used as a short hand to show the character "type."
I run a game that includes a guy who played in one of Matt's games a few years ago (I think he worked with Matt). I use the dragonborn voice because Matt's point about their lack of lips is a spot on observation. Well, that player finally met a dragonborn in game so I got the chance to do the voice. Later, the player pulled me aside and said "That voice gave me flashbacks. Those self-righteous dragonborn assholes..." LOL such a huge compliment for me.
I actually found this channel back in 2017 or 2018 by searching "Hot to DM" when my friend wanted to play. This year, I finished my first level 1-20 campaign, which took about 2 years.
I'm on a binge watch of your "Running the game" series and I fell in love with you thrice now. First because how well you explain the DM role and what to do. Second because you said you work at Turtlerock studios (I absolutely love L4D and Evolve) and now you're telling me you wrote 98% of Evolve character banter? MAN I LOVED THOSE. They gave the game a character with just words that not even Overwatch can achieve (Overwatch had to use much more material like trailers and videos than just initial banter before a mission for me to to see the characters as actual characters)
Recently started DM my own campaigns and these videos have become a great reference for me. This one especially rang home with me when I heard the reference to Stephen Briggs making all his Dwarves have Welsh accents. As a 5ft7 Welsh man who is first in 5 generations to NOT be a miner, I always though dwarves should have Welsh accents😅
My advise for NPCs is to change your natural seating position, body language, facial expressions and posture. you will feel like a different person and therefore act like a different person. If your a proud knight sit up straight look the players in the eyes and speak in a determined manner. If your an under world thug hunch over sneer at the players act uninterested and annoyed. etc
I dunno. I actually really like the channel the way it's been running. I'm a bit of a beginner at DMing (a.k.a. I'm floundering), so the running the game videos are not only very interesting, but also very helpful. Plus, the campaign diaries are pretty engaging, so not only am I getting some insight on how to run the game through Matt's eyes, it's also a good story! The review videos are just nice to listen to in the background. So thanks for all the entertainment! I really like your videos!
When you mention NPCs reacting to players with suspicion made me think of the Curse of Strahd game I'm in. I play a tiefling and the DM has been very consistent in making everyone react to my character. Very frequently people freak out, "The devil has come for me!" So, when a group of NPCs -didn't- react to me, raised my hackles and made us suspicious of the situation. The NPCs themselves weren't memorable, but the versimilitude is what was more memorable.
In my game, I assigned English accents to Elves and some Half-Elves while doing American accents for Humans with some overlap since they mostly live in similar spaces in my campaign world.
I'm only partway through the first campaign I've ever played and already the DM has made this one character super memorable to all of us in the game. He was a lich, introduced in a legitimately frightening way. At first seemed normal, but hooded, then once we attracted his attention he stood up straight and was super tall, revealed his undead face, and just started SCREAMING. At first it was happy screaming, we accidentally earned his favor, and he was just excitedly screaming super high pitched, but we eventually... lost his favor, and he literally screamed until we fell unconscious. And we have a near pc death every time we encounter him. Still every time we hear a character's voice before seeing them, if there's any screaming there's this "oh god no" response. It's amazing. I'd say that's a pretty good example of why memorable npcs can really elevate the experience, it really immerses us in the continuity between encounters with him.
I put in a crazy voice for a character and the players giggled at first, but after a minute of speaking to them and interacting, they acted normal. After the game in our group chat he keep talking about how much they liked them and wonder how he’s doing now. Thank you Matt!
Pretty much all of my current DMs NPCs had something to do with military, and most of them were "I swear I'm not a furry" races like Avians or cat people. Most of my group, myself included, got sick of the military porn and just looked for the ones in charge so we could annoy them.
Great Video Matt, I just want to make reference to something you said above: As I am currently reading through your second book, I find it refreshing that the majority of your characters speak in the more contemporary style. I also like how you made the use of the olde english by some characters such a major part of the story in your first book and something that is jarring for the main character to hear. The fake accent that some attribute to a fantasy or middle-age setting sounds more like (and I'm paraphrasing here) "...something that they felt people must have spoken like in some by-gone era" and less authentic. When I'm DM-ing (thanks to you) I speak as I normally would and if my players want to put on some gravitas and do some fancy speak its up to them, but most don't as my example lets them feel more at ease to act how they want.
My most memorable npc was one i had never intended to make memorable at all. She was a halfling investigator's asistant named Renee Mavencourt, and after the fact I realized I had somehow patterned her after Felicity Smoak from Arrow. I didn't realize this until one of my players pointed it out. The thing that made her most memorable, though, was how attendant she was about rules and regulations and her everquill she used to take down notes and messages. Her boss was pretty memorable, too. He was a very latin-language inspired tiefling fellow named Salvador with a well-groomed appearance and blue skin of all things. Again, not created to be memorable. It just happened by accident.
Mad props for bringing up Smaug from the Rankin-Bass adaptation. I've absolutely loved that movie since I was a kid (and I was raised in the 90s), and I still enjoy occasionally rewatching it now.
NPC's need to be memorable so players will care about them, and about the plot that happens outside of them because being fair players know you will not flat out kill them, but they know you might kill npc's at will so if they care about npc's everything feels more intense.
So what I got from this is that making the character feel like a real person with motivations and emotions is a way to make NPC "memorable" without giving them crazy, silly, or extreme personalities or voices. Thats great advice. I'm going to take this to heart.
I love how you include these little extras to enforce how your players impact the world around them! Watching this series is really inspiring me to run a game my self to the point that I'm considering reaching out to my current friend group, I'm mid thirties and kinda worried what the reception will be. Before when I thought about running a game I got bogged down and overwhelmed by trying to create every detail they may encounter ahead of time. But I'm learning to start small and hunt at a bigger world and to let it build its self as and when I need it to. There may be a huge city 30 miles away but the PCs might not go there for 5-6 levels so i don't need to worry about filling it out, just give it a name. Even if they go to explore it I can create a section or district at a time. Ie a 'village' within the city an not a city with thousands of npcs that all need some context.
I'm not nearly as versatilw as Matthew Mercer (who is?). This sounds kinda oversimplified but I try to give them unique personalities that would be great for the Players to bounce personalities with. Both in and out of combat. Two NPC characters that my friends love interacting with and always ask to go interact with are: 1. Mellisadora Thespious: Short, overweight, mousy Wizard with freckles and big round glasses. I always have her get flustered or embarrassed at the players crude sexual humor or if they are dungeon diving, she will complain about how many steps she's gonna have to go back up (Which she ALWAYS fails her con saving throw when coming out of a 500 foot step ascent after clearing). 2. Marius the Adventurer: He's basically a three way cross between Indiana Jones, Harry Dresden, and everyone's favorite overprotective dad. I try to give "Melli" a soft "unsure of herself" feminine voice that stutters when she is put on the spot and always flavors intra-party interaction with things like, Me: "Melli stares more intently at the stone mural but that last joke makes her cheeks blush even more after that lame-ass magic missile joke" Marius has a definite West Texas accent (Think Matthew Macanahey, or however the hell you spell it, lol) and has that Harry Dresden macabre humor until you do something as listed below: Me: "Marius leans his elbow on the table, looks at you (The Male Rogue, aka the face of the group) and says: Marius: "Short version is that I would like you to meet my daughter at the mouth of the Tomb of Heroes, escort daughter as bodyguards, and do whatever she asks of you to help her in her research" Male Rouge: How old is she? Me: "He bends his head down like this, (I give him that Clockwork Orange DVD cover) and his face is a VERY blank, VERY neutral, and a VERY politely threatening 'Dad Look' he can given the Royal Company" Marius: "She's not interested in boys that wear girl pants" (There was a comment earlier between the rogue and a another player that he must either be a rogue or a bard on account of his tight leather girl pants)
After reading Willem's perspective, I realize I've been playing NPC's all the same way. Sure with different traits and mannerisms, but ultimately none of them have had actual opinions about things other than what the PC's spoke with them about. Time to, yet again, overhaul my DM-ing approach. Thanks Matt!
I loved the little behind the scenes story you wrote for the farmer and his wife, definitely something I’d implement in games that I DM if it seems fitting. Brilliant idea, definitely gives new perspective to the players
I don't know why, but what you did with Edric for your friend that you were playing with was so beautiful to me. It made me tear up. I just started DMing (after being a player for a whopping 1 time), and I have loved every one of your videos that I've seen, so far. You're great, and I thank you for helping me learn to be a river to my people.
I'm English and I have a stereotypical southern English accent, but my current character is a rogue who has a thousand voices, Boston, Cockney, Russian. I'm not even sure which is the real one.
Had fun making a old blind gnoll character who became a friend of the players. Whenever I talked with them I just looked off into the room, above their heads. Gotta say understanding what the character's habits/mannerisms are a big part. Like when Mercer was hunched over, shifting his jaw over, and just using his body as another part of making them memorable.
I just realised... How can a baron make someone a count? A count is equal to an earl who outranks a baron. In at least British peerage, it goes: Royals Dukes Marquess/Marquis Earl/Count Viscount Baron Then there are baronets and knights but they're not nobles per say. Pet peeve I know, but it's something that grinds my gears, lol.
I know that of course, but as someone who has a layman's interest in such things IRL it sounds weird for a baron to outrank a count. It'd pull me (and I can only speak for *me* here) out of the game. That's all. But I can get really bogged down in little details like that, it's one of my (many) faults 😖
Okay, sure, but remember the backstory about the land that presented when this all happened, that the function by which the baron could confer the title of "count" at will was old and nearly forgotten? I would think the world building was sufficient to unlink this system from whatever direct analog you may try to compare it to.
trollnystan I get what you mean because the titles are real world titles it makes it confusing like someone saying in my fantasy world a kilometer is longer than a mile.
You're dragonborn accent is how I get into my minotaur character in my current game. Its not a direct copy, more a spiritual successor, but I literally close my eyes and listen to you talk to Gertz in your 1 on 1 campaign diary for just a few seconds, and I'm in character and can go. Just saying, you are amazing :P
I always try to avoid the "British" accent for my NPCs. I use a lot of southern accents, but that's mainly because I'm from the south. There's only a few NPCs that I actually work on making memorable, namely those that will be reoccurring. However, most of my players remember a lot of the NPCs that they interact with. I also only write backgrounds for characters for my own entertainment. :)
@4:14 "Some of your friends are going to laugh" This should be accepted as the first step towards memorable characters. How many times did they laugh at the NPCs? I know that I formed at least that many memories.
I actually liked the campaign diaries more than the actual play footage. They're far more succinct, skipping the irrelevant parts that I just don't have the time for...
Pillars of Eternity is a great example of varying accents and mannerisms for characterization. And a great example of Matt Mercer talking like a hayseed.
This reminds me of a post I read about Darksouls. "People:Darksouls lore is mysterious and evocative. Darksouls:they call him big hat Logan because he wears a big hat"
Mercer's secret - No shame.
3:02 - Mercer displays lack of shame
4:27 - still no shame
5:19 - Mercer does something shameless
It's actually his hair, but that works too.
Do you guys means Colville?
And tons of practice
And the fact that he's a professional voice actor with far more experience than your average person.
"You'll be using this the rest of your life"
- 2070 -
Location: Nursing home
"The shop keep is a halfling"
"TOP O THE MORNIN TO YE!" he shouts, as you enter, "CORKER'S ME NAME, SELLIN YE POTIONS IS ME GAME!"
'IF AYE WAS A BAD DEMOMAN AY WOULDN"T BE SITTIN HEARE TAKING WITH YA NAW WUD I?"
fucking eh you sound like a great DM
@@NerdyCatCoffeeee irish vs scotish lol =]
I actually discovered Critical Role through this channel, not the other way around.
Ditto
Agreed. I tried to get into it, but the first half-hour was promotions and I got bored
Same
Funny enough me too.
But, while I really think that they are great players and great DMs at this table - and while I love to play and DM RPGs myself - I am just not into watching other people play.
It feels like missing out on the opportunity to play myself.
On the other hand I really love all kinds of RPG-Information, DM-Tips - even Newbie-stuff. Everyone has a slightly different approach and style - you get different opinions on matters and loads of interesting information.
How to organise your stuff - how and when to play and when to discribe - acting vs telling etc. I often try stuff I never did before, try to improve my own style of DMing...
And while I know Critical Role and a few other online - RPG tables, I really like more the stuff from Matt Colville, or How to be a Great GM or Seth Skokorwsky :D
same
Im surprised no one said Clarota. I thought he was a great NPC mostly because of Matt's crazy awesome voices, but also because the whole time they sort of teamed up with him, they didn't know whether or not he could be trusted. I loved their adventure in the underdark
Mercer has a bunch of memorable NPCs: Jarett (the captain of Greyskull Keep's guard), Lady Kima, Lady Allura, Kaylie (Scanlan's daughter), Earthbreaker Groon, Dr. Anna Ripley (Percy's antagonist), J'mon Sa Ord, (omg, I forgot the Sun Tree), etc. They are many, each one with its own uniqueness. Clarota, Victor and Gilmore are just the icing on the cake.
11DaltonB He was pretty good, but Matt ruined his character by having him betray the party at the end. That made him go from a pretty unique character to a generic backstabbing villain.
Or Larkin. Best Dwarf that never was.
edcellwarrior but on the flip side the players never really intended to integrate or challenge cortas point of view, and they knew full well of his intention to reunite with the elder brain, thus was going to do just that if only done otherwise. I never felt his betrayal was concrete nor out of character for this alien species.
That is both the boon and the burden of being a GM, they alone don't write the story, it is up to the players to invest in those NPCs.
@@edcellwarrior It's not about what he wanted. He was assimilated into the hive mind, his will wasn't really his own at that point. If he would have willingly betrayed them or not is unknown.
"so if you live close to work or school, move." I legitimately did bark a laugh, perfect delivery
"Dwarves are short Klingons." I'm gonna be stealing this for my campaign!
So if I'm English I shouldn't talk like a Texan and scream "YEEHAAW" for no reason as a goblin?
As a goblin? Of course you should if you feel comfortable doing it! Goblins are 250% the fun if you give them crazy voices (i.e. both accents and manerisms, mostly the later). Also as I understood it, the point was not that there was anything wrong with using accents, but that other things are more effective. If you are willing to do it, things like that still make NPCs/PCs/races more unique and therefor memorable.
As long as Texans can do an English accent and scream "Tally Ho!" for no reason I don't see a problem.
Jokes aside, I found this hilarious :)
I once had a DM who gave all the halfling NPCs deep southern drawls. It was kinda dumb but very entertaining. You do you as long as everyone is having fun.
There is nothing that says that. Goblins are funny and should be played as funny.
I give all my elves a ridiculously poor english accents in order to combat the feeling that choosing a language doesnt matter. If nobody speaks Elven.... You better be good at deciphering
The artists asking for blood type might be because they come from japanese tradition where blood type is treated like a zodiac sign where it predicts their personality.
Well that's ridiculous.
Well I mean it's basically the same as trying to predict how people act based on astrological symbols... and yet people believe in that all the time too.
This is the single best response I've seen all week. I laughed so hard I cried, thank you.
@@mcolville just like western horoscopes
@@cloudsora except in D&D your beliefs usually manifest in reality through various types of magic
A couple of other quick notes about why Victor is an important/memorable NPC, besides Mercer's voicing of him:
-He is the most convenient source for a limited resource that one of the characters needs
-He "evolves" over multiple encounters, kind of comically
-Finally, without spoiling, some of the information that VM gets from him foreshadows some pretty dramatic future events
My guess (tho I can't know for sure) is that Victor began as a kind of comic relief. But he turns into an important NPC pretty quickly because Mercer layered him into the life of one of the characters and into the broader plot of the story.
ps. i think someone's done a supercut of his appearances if you don't want to watch the relevant vids
Ya, Mercer has said that he created Victor from thin air (even, literally, the name - watch their first meeting closely :) ) and then only added to his persona once it became clear Percy would return. This is classic DM ad-lib followed up by post-game reflection.
Someone suggested the whole point of Viktor was the break Taliesin and make him laugh, and I 100% buy it.
I am a fan of the term "doobly-do"
I believe it’s doodley-do.
@@joshuabrown-clay4858 No it's doobly-doo, and it's from the 2000's era of TH-cam (check out some old Vlogbrothers videos and you'll see what I mean!)
@@Roma-kp4qg I stand corrected.
think the term originates from the youtuber wheezy waiter
It comes back to the mantra of quality writing- show, don't tell. Great advice Matthew! Focus on making the characters live when presented to the players and not in voluminous notes! -Ryan
True! Good writing advice is useful for DMs, since we're engaging in the act of storytelling similar to how writers are!
I'd like to argue though that you can "tell" as a DM, but you have to make your players want the information first.
I have no fucking idea what you just said
genius praising genius
all is right in the world
But I am British. I can do a British accent right?
That's just talking normal for you, not affecting an accent.
Nope, sorry. It says here your credit score only qualifies you for a bad Jersey accent. We're sorry if that's inconvenient, but in this economy, you take what you can get.
No
Thanks, I'll work on my Mid-West accent right away.
Your accent, yes. Other British accents, no. That would be cultural appropriation.
I do love Smaug in that animated film. As a child, that old Hobbit film planted the seed of fantasy fandom within me. "I am SMAUG. I KILL WHERE I WISH."
That NPC´s story is a good read with the context of the Ratcatchers beeing actual players ^^
My fav NPC from CritRole is actually the Sun Tree that talked to Keyleth. I can't repeat this enough, but I think all Matt are good DMs.
i know right? Out of my top 5 DM's, 3 are Matts! (Mercer, Colville, Click)
Well, going to go change my name now...
I hope you are right
Suntree was awesome. I hope the mighty nein go to Whitestone.
Thansk
I appreciate you acknowledging that Data mistakenly used contractions sometimes.
The one time that I’ll never forget was in Datalore, after an entire episode of Lore impersonating Data, Lore had finally been Ousted.... but I got completely hung up on the fact that one of the last things Data says in that episode included a casual unhighlighted contraction.
The show never did anything that justified my paranoia, but I still think about that sometimes...
Here's how I do NPC voices
Drow = French
Elves = Welsh
Dwarves = Scottish
Dragonborn = Jersey/New York Mobster
Gnomes = Irish
Tiefling = Russian
"You don't like dragons, eh? It'd be a shame if something, y'no, happend to yo place heere. But accidents happen, I s'pose..."
If tieflings are russian does that make a full demon Putin?
Fat Loser no, because tieflings are part devil, so a full devil is putin.
I don't really do dedicated accents for races, but I do have certain pitches or moods, like elves=higher/aristocratic, dwarves being gruffer or lower, dragonborn being deep and maybe raspy, gnomes and halfings being cheerful and casual, and tieflings being somber, lower.
Doktar Hoo Drow = great lakes (michigander)
elves = great lakes (Chicago)
eladrin = great lakes (Milwaukee)
dwarves = great lakes (Cleveland)
dragonborn = great lakes (buffalo)
tiefling = great lakes (Chicago)
I found there's a lot of value in just using variations of your own accent. it makes sense to me that elves in a region will have similar accents to dwarves in the same region, but with a few minor quirks.
I don't care if I'm 7 years late, I have YT premium so I can listen to videos like this in the car.
Wow, that farmer after story was awesome. Really gets you thinking how to treat NPCs!
@1:11 I have not watched Crit roll. But I have been going over your content before I start DMing, for the first time. You've done me a great service, and thank you.
I created an NPC that my players have loved more than any other, and it was, to an extent, the product of a funny voice and a quirky personality. His name is Wilpip, and he runs a magical shop called Wilpip's Wonders. He's an incredibly old and very short gnome, with a white beard trailing down to his ankles, and he "sells" his wares to the players for the price of other strange oddities they've encountered on their quest. For example, one of my players ended up getting their hands on a tentacle from a Pentadrone, which they traded to Wilpip for a hat that summons birds each day. Another player learned to carve wood, and created a bunch of odd looking mushrooms that they traded Wilpip for a stone of healing (you hit someone with the stone to heal them). He's not a complicated NPC, and he was meant to be a one-off originally, but he was so universally love that I made him a recurring character, and his shop will just pop up wherever the party happens to be every couple of sessions.
Reading good novels aloud with you family is also a great way to learn to speak with various mannerisms. It's hard at the start, but when you come across dialogue from characters with particular mannerisms, the very way it's written or described will steadily teach you how to speak with those mannerisms.
Mathew, that small story for what happened next with the farmers family... just so great. The pleading of the children and the mother, the uncomfortable realization that the father, for pride and justice, was about to deprive them from something so valuable that would make their days just a bit easier was so palpable it almost broke my heart. Good stuff.
I've had two NPCs in my game so far who have basically been the dude who gives the party their quests. the second is far more memorable for the players than the first from the moment they met him. this NPC is so memorable that one of my players who also DMs told me that he wrote him into his game.
the "secret" is that he was a Commander named Ander. as it turns out, it sounds ridiculous when you say Commander Ander and I didn't know what I had made until I said it out loud, but it stuck and will probably go down in history.
This is the most useful one for everyone so far. With backgrounds you really gotta keep it to 20 words or less, sometimes I'll see a player going in with a novella and I just have to break their heart by telling them it's far too much.
As for NPCs, my own secret thing is figuring how they think they could make use of the PCs. One of my favorite instances was a party asking a farmer if he knew of any work and he immediately went it "Well, we got harvest coming up, if you fellers are willing to pick some fruit for the next few weeks, you'll earn a good meal and a warm bed while you're working and we'll let throw in a few coppers and a basket of what you pick too, maybe more if you work hard enough"
The PCs may want to find a problem they can resolve through violence, but those apples aren't going to pick themselves.
4 years later and still a great video
At first my knee jerk reaction was that "No! Backstories are extremely important!" But then remembered that we are talking NPCs. I as a DM feel like character backstories are so very important, especially if you want the players to feel like their story or game is memorable. Using things that the players make up, I have found at least, brings either a twinkle to their eye, or a look of personal fear because they know what is ahead to an extent. But I can see merit in a backstory coming together as the story plays out.
For me, a memorable critical role npc is pamuut sol.
Though judging from how long ago this video was posted, this was before season 2.
Mercer is just great at creating memorable *shopkeeps* specifically! I mean, other stuff too, but all his most memorable NPCs always seem to be shopkeepers.
@@hannaburnett9381 there's actually a great implicit advice to be taken there i think. As Jacob of XP to level 3 says, having interesting, mostly good-natured shopkeeps is a great way to have engaging roleplay moments, cause in almost every game you play your players wanna buy or sell stuff.
Yeah… the CR clip dates back to before they kicked Orion. Dayyyyyyyymn that’s old.
Memorable NPC's...hmmm...
My advice:
Take risks - Try something new, be it a voice, body language or something similar. Don't be afraid to think outside the box. If you're not good at accents, try practicing them. Change the pitch of your voice, or find unusual sentence structures for your NPCs. And don't worry if you're "not that good at it." Trust me, the more you do it, the better you'll get at it.
I played a Half-Drow Sorcerer whose native tongue was Undercommon, so when he spoke to the rest of the party, who spoke Common, he would screw up verb tense or word order. Think about how romance languages differ from English in sentence structure. Use that same structure, and translate it poorly. Boom. Undercommon to Common speech.
Get up - Get out of the DM's chair and stand. When you RP an NPC, the more body language you can express, the more memorable it will be. Standing up will allow for better hand movements. Facial expressions are easier to see when not behind a DM's screen.
Walk around the room if you like. Walk around the table and interact with the players by their seat. This can be especially effective if the NPC has a special relationship with that character.
I once had to RP an older halfling matron, and she would walk about the table and kept asking the Teifling to "take her hat off", because she could not comprehend that the Teifling had horns. She would walk up to the Teifling player and tap her gently on the arm as if the Halfling were her own mother.
Take notes - When you come up with a particular NPC, write a few key notes to make that NPC consistent. It could be things like "hunches, gruff voice, complains about the rats in the basement". Use those notes to interject consistent behaviour into the encounters.
I once used Mags Bennett (Justified) as the role model for an NPC in my game. I took notes on her behaviour, changed her accent to Irish, and the players kept coming back to her for help. The fact that she was the local Thieve's Guild leader in the guise of the Innkeeper was just sauce for the goose.
Props - If you're not good at voices, try props. Something as simple as a few hats or a scarf could make clear which NPC the players are talking to. When the players have no doubt, neither will you that you've hit the mark. I've used something as simple as a pen when RPing a talking Animated Sword. I found that, after a few quick motions, that the players were looking at the pen and not myself.
And Matt said it best: "go for it."
+
Get up- Yes!
I once made a grand thief of the thieves guild that walked with a hunch and had partial facial paralysis. Walking around the room with a hunch forcing my face to twist and contort, it hurt my face all the time. My players still remember him well as Quickpalm. Good times.
+1 for great ideas/-1 for cheating on Nerdarchy with your great ideas! :P -Ryan
Nerdarchy You guys are cute with how you guys still go around on other D&D channels and comment
Mike Gould and I seem to always cross paths too!
By the way, thanks guys for all the good content; I may make a D&D channel myself. Happy gaming and remember, stay nerdy!
Nerdarchy Ryan, to resolve that, you might want to ask such a question first ;) You might also want to chase me to Web DM and DMG Info/7DSystem. Do I lose my "Nerdarchy website writer" status for sharing the love? ;)
You're a cool guy Matt, I like you.
The "long drive" comment is hilarious. This is how I formed most of my NPC's voices. Really good info, as always!
To me It seems that you improvise NPC's backgrounds based on what they goal is, where they live, or in what class of society they are part of. This stuff it's really hard to do when you are a new DM. To me, helps if you set apart the major NPC's and the minor NPC's.
The minor ones I give a little description of their personalities, goal and background, this in like, 3 lines of text. The major ones I describe the look, race, occupation, goal, a real background, previous interations with the PC's plus some information they know. The other stuff I improvise myself as every D&D game has some of it.
(Sorry if I write something wrong, my english is not very polished)
+
And that sounds a lot like what Matt Mercer from Critical Role in the GM Tips suggests, so sounds like you're doing alright. Different GMs have different opinions on how to do things. This is just one of many suggestions.
personally, i come here for that fabulous beard :P The content is second
Your dragonborns sound like the lead singer for Metallica.
I didn't know you could make Dragonborn sound like tables. Cool.
What?
It's a joke about the Lulu album. One of the songs called "The View" has Hetfield yelling "I AM THE TABLE!" over and over, and it became a bit of a meme.
epikpepsi
ew...memes...
eew... a meme hater...
The way you talk in these videos is so cool. So concise, so fast yet understandable. I just paused at 6:40 and felt more like it should be 12:something. And then thought to myself "Yay, that just means I get to watch more."
The use of particular wording is really good. I need to use that with the big NPC encounter coming up in my game this weekend.
Doing crazy accents as a Dm reminds me of an old music joke of 'play a wrong note once, that's bad. Play a wrong not twice, that's really bad. Play a wrong note three times and you have jazz'.
The philosophy I take from this, is that at least some NPCs should to some extent force players to take a stance (they are a spice most of all). The NPCs thus serve to make the PCs memorable by forcing players to shape out their own characters in response to the NPCs. Exaggeration can be a great way to achieve this as it is the hardest to ignore.
The first black smith you meet is a skeptic man who believes himself wise enough to know the way of things and the way of things is orcs and their kin are bad people. The half-orc wishes for new great axe and the blacksmith with condemning sarcasm replies "My my my, how advanced! Sure I can't interest you in something simpler? OOH, maybe this rock?! I hear they're great for bashing the skulls of little girls. You would like that, wouldn't you?". I believe it's hard for a player to not then think hard about what his next words, if any, are gonna be and that's what I want.
The next blacksmith could be on the other end of things: A young man who just recently set up shop. He recognizes the characters as the heroes who cleared out the bandit cave. Maybe he fumbles nervously trying to show his great appreciation while constantly apologizing for everything he does or maybe his talking is full of friendly jabs because he wants to measure himself against the heroes. The key thing here is to think about what you want to confront your players about (ex: being a hero) and the different ways persons of your world might do it (nervous gratitude or a friendly challenge). Message and expression.
The third blacksmith on my list can also provoke a reaction from the players by being so utterly indifferent to everything they do. She sits at her table with her head resting lazily on her fist while the other hand slowly picks through the the pages of a book she never takes her eyes off. She speaks mostly with sounds or memorized phrases and might not even do anything if the players leave with an item unpaid for.
These are not entirely organic NPCs. They have fairly specific purposes tailored around the party, but they work great for when you want their next time shopping to be memorable.
oO PPH Oo wow this is some really good advice .
That's all well and good but... You spice?
This is what I really needed to truly flesh out my NPCs. A man isn't defined by the way he speaks, but by what he says, why he says it, and how he says it. Perspective, motivation, and expression. It seems too simple at first but it's really defines NPCs very well.
Class Consciousness in general is something people need to learn and understand. Your economic conditions define who you are and who you become. If you want to know about a place or people look into the economics and politics it shapes.
You like Terry Pratchett's characters too? He's my and my father's favorite author, we've read those books out loud for years. My dad does the best voices of anybody I've ever met, and I steal most of my voices from him.
I'd say Lady Kima and Jarrett are memorable characters as well. Kima especially since she has no "wacky accent" or anything, but by the way she talks and acts you get her personality immediately.
One of the most memorable NPC's I made was initially just a random Court Wizard, but the Druid wanted to buy spell components for Reincarnate, which is described as "Rare oils and unguents worth at least 1,000 gp". I started off by describing how the Wizard took a bit of the oil and rubbed it on his skin, but with each subsequent visit he'd get greasier and greasier, and it got to the point where he'd just emerge from a barrel coated head to toe in the viscous oil. The PC's ended up murdering him to steal his oil, but he just revived himself with Clone and came back a few hours later with the guards, so the party had to run away and never come back for fear of the vengeful Grease Mage.
Matt, you are awesome. So many videos in such a short time. You are spoiling us. :D
I just read the NPC's side after the encounter and I gotta say, I'm truly impressed. That was a great read that put things in perspective and it was only 2 pages long.
I envy your talent Matt Colville!
the first time I heard Matthew Colville's dragonborn accent/mannerism, I started doing it. my players love it.
WOW, i read your farmer pdf after watching this video having no knowledge other than what you said here and that letter. and I even so sad for that farmer and his family i cried! Great job!!!
HAHAHA! Victor the black powder merchant was the first that came to mind. . . .the animated series are so hilarious.
Also memorable was Lady Kima (sp?) She's memorable because she's SO badass, and it was her adherance to her personal code of integrity that makes her so memorable.
Lady Kima - the personification of the phrase "lawful good doesn't always mean lawful nice"
It’s crazy I am just seeing these videos now. They are amazing
Hey Matt, any experience with the Adventure Zone podcast? Griffin McElroy does a great job of making NPCs memorable.
Angus McDonald is excellent.
Garfield the DEaLs WArLOcK
Somehow Griffin made almost every character memorable. Although Angus is probably my favourite
@@Fiasko- HELLO SIRS!
Something that I found helps *a lot* for learning how to toy around with the kind of rapid-fire NPC work that DMing sometimes requires is to just outright practice it. Grab a friend or a player and sit down for a few minutes to an hour and RP out little scenarios that often wind up improvised by DMs (Interrogations, Shopkeepers, that sort of thing). Maybe write up some cards that give you a setup for the scene in an ad-libbed sort of way. It's good practice for both sides of the table, plus it can be quite fun in it's own right!
I wonder if the blood type thing is because of the japanese inherited tradition of using bloodtypes kinda like we use the zodiac to get a broad idea of a persons personality
Came here to say this. In Japan bloodtype is supposed to to be predictive/reflective of personality, and is used as a short hand to show the character "type."
Glad someone flagged this up. :-)
I run a game that includes a guy who played in one of Matt's games a few years ago (I think he worked with Matt). I use the dragonborn voice because Matt's point about their lack of lips is a spot on observation. Well, that player finally met a dragonborn in game so I got the chance to do the voice. Later, the player pulled me aside and said "That voice gave me flashbacks. Those self-righteous dragonborn assholes..." LOL such a huge compliment for me.
Wonderful advice for new DMs
I actually found this channel back in 2017 or 2018 by searching "Hot to DM" when my friend wanted to play.
This year, I finished my first level 1-20 campaign, which took about 2 years.
I'm on a binge watch of your "Running the game" series and I fell in love with you thrice now. First because how well you explain the DM role and what to do. Second because you said you work at Turtlerock studios (I absolutely love L4D and Evolve) and now you're telling me you wrote 98% of Evolve character banter? MAN I LOVED THOSE. They gave the game a character with just words that not even Overwatch can achieve (Overwatch had to use much more material like trailers and videos than just initial banter before a mission for me to to see the characters as actual characters)
One of the most memorable NPCs I ever crafted was a door.
My current campaign’s list of NPCs includes 3 mountains, a lake, and a thunderstorm, so I get it...
Recently started DM my own campaigns and these videos have become a great reference for me. This one especially rang home with me when I heard the reference to Stephen Briggs making all his Dwarves have Welsh accents. As a 5ft7 Welsh man who is first in 5 generations to NOT be a miner, I always though dwarves should have Welsh accents😅
My advise for NPCs is to change your natural seating position, body language, facial expressions and posture. you will feel like a different person and therefore act like a different person.
If your a proud knight sit up straight look the players in the eyes and speak in a determined manner. If your an under world thug hunch over sneer at the players act uninterested and annoyed. etc
I dunno. I actually really like the channel the way it's been running.
I'm a bit of a beginner at DMing (a.k.a. I'm floundering), so the running the game videos are not only very interesting, but also very helpful. Plus, the campaign diaries are pretty engaging, so not only am I getting some insight on how to run the game through Matt's eyes, it's also a good story!
The review videos are just nice to listen to in the background.
So thanks for all the entertainment! I really like your videos!
NPC must be believable, not memorable. The latter is optional!
The smile on Matt's face while he was talking about the guy that did his dragonborn accent is adorable. We love you Matt never change ❤
"I listen to NPR because I like to know what's going on." -BOOM!
When you mention NPCs reacting to players with suspicion made me think of the Curse of Strahd game I'm in. I play a tiefling and the DM has been very consistent in making everyone react to my character. Very frequently people freak out, "The devil has come for me!" So, when a group of NPCs -didn't- react to me, raised my hackles and made us suspicious of the situation. The NPCs themselves weren't memorable, but the versimilitude is what was more memorable.
In my game, I assigned English accents to Elves and some Half-Elves while doing American accents for Humans with some overlap since they mostly live in similar spaces in my campaign world.
I'm only partway through the first campaign I've ever played and already the DM has made this one character super memorable to all of us in the game. He was a lich, introduced in a legitimately frightening way. At first seemed normal, but hooded, then once we attracted his attention he stood up straight and was super tall, revealed his undead face, and just started SCREAMING. At first it was happy screaming, we accidentally earned his favor, and he was just excitedly screaming super high pitched, but we eventually... lost his favor, and he literally screamed until we fell unconscious. And we have a near pc death every time we encounter him. Still every time we hear a character's voice before seeing them, if there's any screaming there's this "oh god no" response. It's amazing. I'd say that's a pretty good example of why memorable npcs can really elevate the experience, it really immerses us in the continuity between encounters with him.
So…. queer? Essentially… the way you make memorable NPCs is make them… queer? You know… I think you may be right.
I put in a crazy voice for a character and the players giggled at first, but after a minute of speaking to them and interacting, they acted normal.
After the game in our group chat he keep talking about how much they liked them and wonder how he’s doing now.
Thank you Matt!
Pretty much all of my current DMs NPCs had something to do with military, and most of them were "I swear I'm not a furry" races like Avians or cat people. Most of my group, myself included, got sick of the military porn and just looked for the ones in charge so we could annoy them.
Great Video Matt, I just want to make reference to something you said above:
As I am currently reading through your second book, I find it refreshing that the majority of your characters speak in the more contemporary style. I also like how you made the use of the olde english by some characters such a major part of the story in your first book and something that is jarring for the main character to hear. The fake accent that some attribute to a fantasy or middle-age setting sounds more like (and I'm paraphrasing here) "...something that they felt people must have spoken like in some by-gone era" and less authentic.
When I'm DM-ing (thanks to you) I speak as I normally would and if my players want to put on some gravitas and do some fancy speak its up to them, but most don't as my example lets them feel more at ease to act how they want.
My most memorable npc was one i had never intended to make memorable at all.
She was a halfling investigator's asistant named Renee Mavencourt, and after the fact I realized I had somehow patterned her after Felicity Smoak from Arrow. I didn't realize this until one of my players pointed it out. The thing that made her most memorable, though, was how attendant she was about rules and regulations and her everquill she used to take down notes and messages. Her boss was pretty memorable, too. He was a very latin-language inspired tiefling fellow named Salvador with a well-groomed appearance and blue skin of all things. Again, not created to be memorable. It just happened by accident.
I love how straight cut and right to the point this is.
I always think he says "Independent Fancy Author"
Mad props for bringing up Smaug from the Rankin-Bass adaptation. I've absolutely loved that movie since I was a kid (and I was raised in the 90s), and I still enjoy occasionally rewatching it now.
NPC's need to be memorable so players will care about them, and about the plot that happens outside of them because being fair players know you will not flat out kill them, but they know you might kill npc's at will so if they care about npc's everything feels more intense.
So what I got from this is that making the character feel like a real person with motivations and emotions is a way to make NPC "memorable" without giving them crazy, silly, or extreme personalities or voices. Thats great advice. I'm going to take this to heart.
Matt Colville's Dragonborn accent is the Mandaran from Iron Man 2.
"I'm an ak-tor."
Looking back, this video helped me immensely to become a much better writer in the four years that passed since I first watched it.
Thanks.
9:43 I knew this guy from watching westerns with my dad! So damn cool, I love cowboy Smaug 🤠
I love how you include these little extras to enforce how your players impact the world around them! Watching this series is really inspiring me to run a game my self to the point that I'm considering reaching out to my current friend group, I'm mid thirties and kinda worried what the reception will be.
Before when I thought about running a game I got bogged down and overwhelmed by trying to create every detail they may encounter ahead of time. But I'm learning to start small and hunt at a bigger world and to let it build its self as and when I need it to. There may be a huge city 30 miles away but the PCs might not go there for 5-6 levels so i don't need to worry about filling it out, just give it a name. Even if they go to explore it I can create a section or district at a time. Ie a 'village' within the city an not a city with thousands of npcs that all need some context.
I'm not nearly as versatilw as Matthew Mercer (who is?). This sounds kinda oversimplified but I try to give them unique personalities that would be great for the Players to bounce personalities with. Both in and out of combat.
Two NPC characters that my friends love interacting with and always ask to go interact with are:
1. Mellisadora Thespious: Short, overweight, mousy Wizard with freckles and big round glasses. I always have her get flustered or embarrassed at the players crude sexual humor or if they are dungeon diving, she will complain about how many steps she's gonna have to go back up (Which she ALWAYS fails her con saving throw when coming out of a 500 foot step ascent after clearing).
2. Marius the Adventurer: He's basically a three way cross between Indiana Jones, Harry Dresden, and everyone's favorite overprotective dad.
I try to give "Melli" a soft "unsure of herself" feminine voice that stutters when she is put on the spot and always flavors intra-party interaction with things like,
Me: "Melli stares more intently at the stone mural but that last joke makes her cheeks blush even more after that lame-ass magic missile joke"
Marius has a definite West Texas accent (Think Matthew Macanahey, or however the hell you spell it, lol) and has that Harry Dresden macabre humor until you do something as listed below:
Me: "Marius leans his elbow on the table, looks at you (The Male Rogue, aka the face of the group) and says:
Marius: "Short version is that I would like you to meet my daughter at the mouth of the Tomb of Heroes, escort daughter as bodyguards, and do whatever she asks of you to help her in her research"
Male Rouge: How old is she?
Me: "He bends his head down like this, (I give him that Clockwork Orange DVD cover) and his face is a VERY blank, VERY neutral, and a VERY politely threatening 'Dad Look' he can given the Royal Company"
Marius: "She's not interested in boys that wear girl pants" (There was a comment earlier between the rogue and a another player that he must either be a rogue or a bard on account of his tight leather girl pants)
After reading Willem's perspective, I realize I've been playing NPC's all the same way. Sure with different traits and mannerisms, but ultimately none of them have had actual opinions about things other than what the PC's spoke with them about. Time to, yet again, overhaul my DM-ing approach. Thanks Matt!
Your dragonborn accent sounds like Vincent D'Onofrio's Kingpin.
Damn, that written description of Willem was amazing. You must be super fun to play D&D with!
perfect timing for a 6:30 AM DM study session
7:30 AM here, so yeah. Perfect indeed.
pshhhh 5:30 am here...
I loved the little behind the scenes story you wrote for the farmer and his wife, definitely something I’d implement in games that I DM if it seems fitting. Brilliant idea, definitely gives new perspective to the players
Damn Matt. It's 6:18am (EST) where I'm at. did you work on this all night?
I don't know why, but what you did with Edric for your friend that you were playing with was so beautiful to me. It made me tear up. I just started DMing (after being a player for a whopping 1 time), and I have loved every one of your videos that I've seen, so far. You're great, and I thank you for helping me learn to be a river to my people.
I'm English and I have a stereotypical southern English accent, but my current character is a rogue who has a thousand voices, Boston, Cockney, Russian. I'm not even sure which is the real one.
perfect! :)
Lol, please tell me you've used an American accent at one point at time! :D -Ryan
Had fun making a old blind gnoll character who became a friend of the players. Whenever I talked with them I just looked off into the room, above their heads. Gotta say understanding what the character's habits/mannerisms are a big part. Like when Mercer was hunched over, shifting his jaw over, and just using his body as another part of making them memorable.
I just realised... How can a baron make someone a count? A count is equal to an earl who outranks a baron. In at least British peerage, it goes:
Royals
Dukes
Marquess/Marquis
Earl/Count
Viscount
Baron
Then there are baronets and knights but they're not nobles per say.
Pet peeve I know, but it's something that grinds my gears, lol.
I don't know if this is clear from the diaries, but my campaign is not set in Britain.
I know that of course, but as someone who has a layman's interest in such things IRL it sounds weird for a baron to outrank a count. It'd pull me (and I can only speak for *me* here) out of the game. That's all. But I can get really bogged down in little details like that, it's one of my (many) faults 😖
Okay, sure, but remember the backstory about the land that presented when this all happened, that the function by which the baron could confer the title of "count" at will was old and nearly forgotten? I would think the world building was sufficient to unlink this system from whatever direct analog you may try to compare it to.
Sing it, Matthew. Love your work.
trollnystan I get what you mean because the titles are real world titles it makes it confusing like someone saying in my fantasy world a kilometer is longer than a mile.
You're dragonborn accent is how I get into my minotaur character in my current game. Its not a direct copy, more a spiritual successor, but I literally close my eyes and listen to you talk to Gertz in your 1 on 1 campaign diary for just a few seconds, and I'm in character and can go. Just saying, you are amazing :P
I always try to avoid the "British" accent for my NPCs. I use a lot of southern accents, but that's mainly because I'm from the south.
There's only a few NPCs that I actually work on making memorable, namely those that will be reoccurring. However, most of my players remember a lot of the NPCs that they interact with.
I also only write backgrounds for characters for my own entertainment. :)
@4:14 "Some of your friends are going to laugh"
This should be accepted as the first step towards memorable characters. How many times did they laugh at the NPCs? I know that I formed at least that many memories.
I actually liked the campaign diaries more than the actual play footage. They're far more succinct, skipping the irrelevant parts that I just don't have the time for...
just thought to myself "I wonder if that NPC preview is still on twitter" as TH-cam notified me. bless you, sir.
I love running my Warcraft-setting game so I can put Jamaican-accent-speaking trolls into my games :D
Pillars of Eternity is a great example of varying accents and mannerisms for characterization. And a great example of Matt Mercer talking like a hayseed.
This reminds me of a post I read about Darksouls. "People:Darksouls lore is mysterious and evocative. Darksouls:they call him big hat Logan because he wears a big hat"
Perhaps the best video of yours I've seen: terrific non-trivial advice. Every note rang true