Turtle's NPC Flags Method
September 11, 2020
This method is designed to create a powerful, usable, improv-friendly NPC in as few words as possible. An ideal NPC description from this method should use only three tags and leave space for the game master to create new goals as play continues.
All of the details that we use to build characters here are designed to be one or two-word tags or keywords. While I generally believe you aim for just a single keyword for each of these descriptors, I think there are times
Foundation
Mannerism
Mannerisms are behavior ticks, common physical solutions to problems, impulses and default actions. Use mannerisms to inform physical NPC actions, speak to their inner mental state and
Examples: Curious, Fumbling, Impersonal, Mean, Braggadocios.
Aesthetic
Aesthetic describes an NPC’s general look. This could be their hair styles, outfit or the mood they establish in the scenes around them. Use aesthetic to describe rooms, set the mood for scenes and things that this NPC makes.
Examples: Sloppy, gloomy, militaristic, business-like, proper, opulent, scientific
Mannerism and Aesthetic should inform and provide a foundation for their…
Outlook
An NPC’s outlook describes the way that the character interprets the world, perceives others and makes assumptions. Use an NPC’s outlook to determine their goals, have them make assumptions about player characters, and
Examples: Obsessed, addicted, penitent, cut-throat, opportunistic, egotistic, vengeful
The NPC outlook should form an arrow that clearly creates a situational:
Goal
NPC goals are simple phrases or sentences describing their next move that they believe is necessary to pursue their long term goals. Do not look so far into the horizon that the goals are not meaningful or can’t be worked on in a way that is visible to your players. Feel free to break up the goals into both long term broad strokes and short-term actionable goals.
Example: If a character wants to become emperor and is currently a soldier in the imperial guard, make the goal to become captain in order to rise to the top.
When considering what goals an NPC should have, consider:
An NPC’s goal should be flexible, dependent on the situation, the plot, faction goals, the story arc, and the goals of the players. When wondering what an NPC should do, look to the mannerism and aesthetic, informing their outlook, which should in turn help you determine a goal. Create your NPC’s first goals based on the starting premise of the game. Have the goals play at the edge of the players’ own goals in such a way that if your players neglect the world, the NPCs will get what they want. NPC goals should also overlap -- they can’t all get what they want either. When the players accomplish things that make it so an NPC can’t do what they want, adapting accordingly. Use the story so far to inform the way that you change the goals. NPCs should have goals that are short term.
Examples
These examples all exist thanks to a cooperative setting document that I’ve worked on with some folks. They’re probably not all perfect and exist from a sci-fi mecha setting.
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Cadmus Byrn (he), cult leader.
- Mannerism: Petty
- Aesthetic: Somber
- Outlook: Obsessed
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Ticonderoga Costell (they), graft ritualist.
- Mannerism: Mean
- Aesthetic: Sloppy
- Outlook: Addicted
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Jessa Diodoros (she), slayer.
- Mannerism: Determined
- Aesthetic: Gloomy
- Outlook: Penitent
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Carlisle Van Dorp (he), public face of TranSol.
- Mannerism: Impersonal
- Aesthetic: Germophobic
- Outlook: Cut-throat
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Brill Amundsen (they), ground leader of the TRS Mecha-forces.
- Mannerism: Cautious
- Aesthetic: Blue collar
- Outlook: Long-suffering
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Bhavana Prakash (she), shipwright.
- Mannerism: Quiet
- Aesthetic: Scientist
- Outlook: Vengeful
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Hannibal Salvator (he), biologist.
- Mannerism: Harsh
- Aesthetic: Dirty
- Outlook: Nurturing
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Kaela Thadd (she), leader.
- Mannerism: Impatient
- Aesthetic: Opulent
- Outlook: Greedy
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Iris McLaren (she), lead chemist.
- Mannerism: Distant, curious
- Aesthetic: Unmaintained
- Outlook: Egotistic