Interaction is a core component of a table-top role playing game. The
players interact with the world the Dungeon Master creates through
the Dungeon Master. Naturally, the world is full of all kinds of
creatures and characters that have their own roles within the game
world. To keep the world interesting there needs to be a variety of
characters and to keep the world believable there needs to be some
kind of consistency. Being able to achieve those kinds of characters
is no easy feat and it is for this reason that I hope to overview
some general ideas that I hope help people deal with this element of
running a game. It is mostly inspired by certain things I've seen
occur during playing and also deals with combat rules.
Dungeon Master Talking to Himself
I've seen quite a few games where clearly a lot of effort was put
into planning the world and the characters the party was interacting
with. However, serious issues started to come up when non-player
characters had to talk to non-player characters. From all of the
games I've seen it tended to be one of two things. The Dungeon Master
could have been quite new to the role and as such didn't feel
comfortable talking to themselves. In that kind of situation the only
real solution is more practice from the side of the Dungeon Master.
However, it is also possible that the Dungeon Master simply forgot to
consider how the characters interact with each other and feel about
each other (the people I asked found this kind of situation to be
quite common).
Take for example a very simple example of a high ranking lord and one
of their knights. It's easy enough to just define the two characters
individually (important life events that shaped their character) and
forget to consider how they might feel about each other. Does the
knight like his boss? Does the lord have a grudge because of some
history? Are their interactions formal when behind closed doors with
the party or informal? If none of things are given any though it
becomes easy to see why someone might freeze for a second while
trying to make it up on the spot.
Combat is Character Interaction Too
There is nothing wrong with having a character that is incompetent in
combat. There is nothing wrong with having a character who is a
coward in combat but talks big outside of it. However, it's important
to remember that combat is a character interaction and will be
influenced by the character of the individual. Zombies shouldn't be
as good at forming a plan as the 18 intelligence wizard who is
ordering them (18+ intelligence zombies excluded, of course). I've
seen and played in many games where the personality of the enemies
didn't factor into the battle strategy at all. Instead, it was based
on what would be challenging to the party. The party should be
challenged when it is appropriate but the way the enemies
behave should still remain consistent with how the characters were
established before combat. A cowardly wizard can still be a challenge
even when they are hiding behind a wall a long distance away and
instead ordering their henchmen to do the fighting.
I also want to emphasize that balance is important in these kinds of
situations. Making some kind of detailed back story for all
characters your players run across including the kobold your players
see for 15 seconds before shooting with an arrow is a lot of work for
not much payoff. Big important characters should, however, have a
back story and a personality that will play a part in determining how
they behave when in combat or other threatening situations. If a
fight is being improvised, considering what the enemy might be
feeling and making decisions based on a quick personality you invent
on the spot is a possibility and provides a break from always taking
a tactically superior choice (it also makes the enemies that are well
enough trained and organized to always make a tactically good move
that much more special).
Conclusion
Consider two ideas when planning or running role-playing game
sessions. Every interaction a character has (including combat) will
be influenced by their personality and that considering the
relationships and history characters have with each other is
important when thinking about their interactions (don't forget to
develop their own personality's as well).
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