Posts Tagged ‘Johnn Four’

I’m going to write a post that is self-indulgent. I guess that’s true about every post on this blog in one way or another, but this blog post is going to be a story in which I am the central character, which is a little unusual for this site. Usually it’s some crazy monster, magic item, piece of advice, or game mechanic that takes center stage. If you hadn’t guessed from the title, this post will tell you how I became a somewhat, kinda, sorta, maybe, known creator in the world of tabletop roleplaying games.

I’m writing this post because several people have asked me how I “made it” in the industry. To be honest, I’m not sure I have “made it” at least by the modern definition. I’ve got a full-time gig outside the industry as a TV commercial writer/producer (which I really love). That being said, I do get paid to work on some pretty great projects in the industry and I am doing more in this space than I dared to dream, so in some ways I guess I have “made it” in this industry. At least made it further than I expected.

Still I thought sharing my story might be helpful for anyone out there interested in a freelance RPG design career, but I will say that my path is unique and involves a lot of luck, so I’m not sure it can be replicated. I was inspired to share thanks in part to the requests I got, but also by a recent episode of the Down with D&D podcast in which designers and podcasters Shawn Merwin and Chris Sniezak shared their own stories. Definitely check out the episode because they have great stories and a lot of amazing advice.

The Tome Show

In Fall of 2013 I was listening to a lot of podcasts and playing tons of D&D with my friends on Roll20. The D&D Next playtest was in full swing and I devoured every piece of D&D news I could find. One of my favorite programs was the News Desk on The Tome Show, but it only came out once a month. I searched for other D&D news podcasts, but most were actual plays, none with D&D news. I remember telling my then-girlfriend, now-wife, Bonnie, that I wanted to listen to a weekly show that covered the latest D&D news in-depth. I told her there was no show out there like it (that I knew of) and Bonnie said, “Why don’t you make it?”

What did I have to lose by giving it a shot? I already knew how to edit audio… but I didn’t know how to book guests, build an audience, or even submit a podcast feed to iTunes. At the time I was listening to backlogs of the now-defunct D&D advice podcast Critical Hits hosted by Mike Shea of Sly Flourish. At the end of each podcast he gave our his contact information, including email, and encouraged folks with questions to reach out. I emailed Mike, thanking him for his awesome contributions to the community and asked for advice on starting a podcast. I soon realized how gracious he truly was. The man gave me 600 words of free advice and told me if I wanted more I should contact Jeff Greiner, the creator and owner of the aforementioned Tome Show podcast.

Already a subscriber to Jeff’s show, I eagerly went to him for advice next. Jeff asked me to pitch him my idea and without even knowing it was coming he offered me a chance to do my show on the Tome Show’s feed, immediately hitting a large audience of subscribers! I admit, this is some pure, amazing luck. Thus my first public RPG-related creation was born: The Round Table podcast. Special thanks to Rudy Basso, Alex Basso, Greg Blair, and Vegas Lancaster for making those first several episodes with me and encouraging me to keep making the show in those first weeks. Extra special thanks to Sam Dillon for actually getting all those episodes on the air. After several months of consistent output, Jeff told me (after I asked a few times) that he trusted me enough to revive the Gamer to Gamer franchise on the network and I started interviewing professionals in the industry. (Shoutout to my first interviewee on that show, Wolfgang Baur!)

Takeaways:

  • Listen to your partner.
  • Don’t be afraid to reach out to people for advice.
  • Be gracious and grateful. People remember how you treat them. Also everyone deserves to be treated like a human.
  • Seize opportunities when luck offers them.
  • Be consistent with you work and don’t be afraid to ask for more after you’ve proven yourself.

The Blog

I was three episodes into The Round Table and seeing thousands of people listening to the show when I decided I should probably use the podcast as a platform to promote something I always wanted to do, but had been too lazy to start – a blog about homebrew design. I had a lot of time on my hands, since Bonnie was on a two-week business trip, so rather than play video games every night (which was my normal MO when she was gone before the blog and podcast), I used the time to create this site. I made a commitment to write two articles a week. To keep myself accountable, I started shouting the site out on the podcast, knowing that I would need to keep it stocked with content if people were going to show up.

The blog’s audience growth was slow, but steady. I started with less than 10 views a day, but as I kept updating it consistently and shouting out new posts to various social media groups and message boards, the views crept up. Now on days when I don’t post something new, I get about 500 hits in a day, but it took me three years to get here.

Takeaways:

  • Sometimes you need to put video games and Netflix aside to work on rewarding, fun, creative projects.
  • The best way to build and audience is put out consistent, well-crafted content that you enjoy making.
  • Hold yourself accountable for getting your own projects done. No one else will.

The Work

So how did I finally get paid for some game design? Well my first jobs came from EN5ider and Johnn Four‘s Roleplaying Tips and they came about quite differently.

I had a year of blogging and podcasting under my belt when I saw EN5ider was just starting up. I saw a post on EN World calling for article submissions, so I figured I’d give it a shot. I had been rejected before by Dungeon and Dragon magazines and by the Adventurers League, but I didn’t let that discourage me. Editor James Haeck accepted of my pitch! Give Chase was born… after careful outlining, planning, proof-reading and revising, and revising again once I got notes from James. I made sure to hit each deadline and to listen to the editor’s feedback, incorporating it into the article, rather than rejecting what was said. James and I worked well together and I’ve written a few more articles for EN5ider since then.

Roleplaying Tips came about in a much different way. World Builder Blog was a regular contributor to the monthly RPG Blog Carnival and through that Johnn noticed my work, he reached out to me and asked if I would write an article for his newsletter that gave worldbuilding lessons. I’d be paid for the work and I could repost it here on the blog. That’s a great deal, so of course I said yes. Johnn and I have worked together on a few projects since, including a massive adventure that should be coming soon!

It was about another year before I got to do work for more people. In that time the DMs Guild launched. I already had a heaping helping of fifth edition content on this blog, so I put some of that into PDFs (without having ever done layout). The reputation I had built for myself on the blog and podcast helped get my products some buzz and a few became best-sellers. That’s when things really started to pick up.

The Adventurers League asked me to write an adventure for them and Shawn Merwin asked me to write another for Baldman Games. Roll20’s owners (who I met after applying for their game master job, which I did not get but did give me a chance to make connections with these very cool people) asked me to create their introductory fifth edition adventure, The Master’s Vault. Since then I’ve worked on a few other projects, but those are going to stay secret for now. Many of them are people I have met at conventions.

You know the rest of the tale. I’ve continued to create and since left the Tome Show to create my own podcast network with Rudy Basso. What’s in store for the future? Only time shall tell!

Takeaways:

  • Keep submitting to open calls. Rejection happens! That’s ok. Don’t take it personally and keep pitching.
  • Be an active part of the community.
  • Write, revise, proofread, and hit your deadlines. People will want to work with you again.
  • Create, create, create for yourself before someone asks you to do it for them. You’ll learn your craft and build a library of content to show off or even sell.
  • Go to conventions. Meet your heroes, ask them for advice. This industry is smaller than you think and people are super approachable and awesome.

Luck and Hard Work

I clearly owe a lot of people many thanks. I could not have made it to even where I am today without them. My timing worked out and I was very lucky, but I also created some of my own luck by working hard. Hopefully this story helps some of you out there!

If you like what you’re reading please follow me on Twitter, like World Builder Blog on Facebook, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

WORLD BUILDER BLOG IS NOMINATED FOR AN ENNIE AWARD! You can vote for it right now along with a bunch of other awesome RPG products. The booth closes on TODAY so go vote right now. Good luck to all the awesome nominees.

This article first appeared in Johnn Four‘s Roleplaying Tips Newsletter #696.

It is time to put on your acting hat. Roleplaying NPC Mannerisms Part I revealed the importance of distinct, specific non-player character mannerisms. When a great game master inhabits an NPC, the character’s physical and verbal mannerisms help set it apart from the rest, reveal motivations, hint at history, and create a richer story.

This article builds upon the first by providing four NPC archetypes with corresponding physical and verbal mannerisms. Use the advice from that first article combined with the archetypes found here to roleplay NPCs to perfection.

How to Use These Archetypes

The descriptions and examples in this article are meant to be used as a base for creating NPCs. If you are a beginner GM or uncomfortable with acting, you can just follow the bullet points given at the end of each archetype and you will play a great character.

If you are an experienced GM who has been playing NPCs for years, use the bullet points but add one or more mannerisms each time you roleplay an NPC of that archetype. Make it a different mannerism each time to set Town Guard #1 apart from Town Guard #2. The players will definitely remember that #1 is a nose picker and #2 stutters.

Accents are always optional, but you are encouraged to give them a shot. Who cares if they are not perfect? You’re doing this for fun. If you do not quite nail the Ks of a Russian accent, no one is going to fire you. No one can even question your accent if you’re playing in a fantasy world. So what if your Spanish accent sounds like a combination of Bulgarian and Australian? Those countries do not exist in the world you create. That is just the accent of a person from Breland! Accents get better with practice, so feel free to go all out.

The most important guideline of all is to have fun with NPC mannerisms. The more you enjoy playing an NPC, the more the players will enjoy interacting with you. If you are having a blast playing your characters, your players will be more enthusiastic about playing theirs. As the GM, you set the tone for the game. If you appear awkward and forced, the entire game will feel that way. So relax – you are among friends and playing a tabletop roleplaying game. That is the best. Enjoy it!

Ancient Evil

Gods, demons, aliens, and other ancient evils often appear in our games. These superpowers should make your players quake with awe and fall to their knees…or at least convince them these are forces to be reckoned with.

Matt Mercer, professional voice actor and the GM of the hit web series Critical Role, did an amazing job playing the shadow demon Orthax. Mercer enters, leans quite far over the screen, and sticks his neck out with his head forward and up. This gives him a strange, unsettling appearance. While he is physically lower than the players, the position of his head suggests utter confidence. This unnatural posture immediately translates to otherworldly. The confidence of his tilted head suggests a powerful being who knows its capabilities.

Then Mercer speaks as Orthax. He brings his voice into a low register, which screams power. He adds a growl to his voice and some heavy breathing at the end of his sentences. These vocal qualities inform the players of the danger Orthax poses and his evil nature. They also give anyone hearing the voice the impression this being is just at the edge of its control. It could snap at any moment and unleash its otherworldly fury on the PCs.

When playing an ancient evil:

  • Lean far forward
  • Stick out your neck and raise your head
  • Speak in a very low register
  • Add a growl and heavy breathing to your voice

Law Enforcement

Law enforcement personnel are police officers, space marines, and town guards. They are in gatehouses, towers, streets, prisons, bars, and more, keeping the peace, taking a bribe, and chasing after thieves. These NPCs are often among the first a party of adventurers meets in a settlement. They provide information and directions.

Roleplaying them can be a pretty uninteresting encounter, but only if you play them as uninteresting people.

Let’s take another look at Matt Mercer. In this clip he’s playing a town guard in episode 1 of Critical Role. He first describes a pair of city watch dwarves observing the PCs. Immediately after describing them, Mercer takes on the physical posture of one guard. He mimes holding a spear comfortably, with a relaxed bent arm, and leans back. The NPC’s posture indicates he is comfortable with his weapon and at ease in his own city. Law enforcement should feel comfortable within the walls of cities where they wield authority.

When he opens his mouth to speak as one of the guards, the real magic begins. He leans back even further to show how relaxed the guard is even when talking to a group of well-armed strangers. His volume is a bit louder than normal, and his voice is steady and confident. It is a clear display of authority without being threatening. After all, the guard has no reason to distrust the adventurers at the moment.

As the guard speaks, he uses big arm movements. Mercer extends his arms fully to point to various landmarks and tilts his head in the opposite direction of his hand to give the impression his arms are even longer than they are. This action is another indicator of the guard being in his comfort zone. He has no fear that the adventurers or anyone else will accost him, so he feels fine leaving his arms wide open.

When playing law enforcement….

  • Lean back in a relaxed posture
  • Use big arm movements
  • Raise the volume of your voice
  • Keep your voice steady

Mercer sets his guard apart from the rest by making him a rather jovial fellow. He cocks his head to the side, indicating interest in the person he is speaking with, and lets the register of his voice get higher when the guard cracks a joke or gets excited. If you want a jovial town guard, add these mannerisms:

  • Tilt your head slightly to one side
  • Raise the register of your voice when you are excited

One final note on this scene. At the beginning of the encounter, Mercer briefly portrays both guards speaking to one another. You can tell them apart become he leans one way and speaks with a high voice before turning around to face the opposite direct and lowering his vocal register to be the other guard. It is simple and genius. A quick turn and a deeper voice make all the difference between the two.

Seducer

Seducers are manipulators who exude sex appeal. They are the kind of people who are attractive to everyone in some way. They are great performers, con artists, politicians, and business people. These NPCs can wrap anyone around their little fingers, and use their good looks and beguiling wit to make others do their dirty work.

We turn to the GM of GMs, Chris Perkins. In this clip from a 2012 Pax Acquisitions Inc. game, Perkins plays a seductress dark elf who convinces the plucky band of adventurers to steal gems for her. We hear her voice before we see any of her physical mannerisms, as she’s sneaking up on the PCs in the dark. It is husky and breathless, vocal qualities scientifically proven to be attractive. She speaks with a sultry lower tone, and to make things extra sexy, Perkins gives her a French accent (which is largely considered one of the world’s most romantic languages).

When she comes out of the shadows, Perkins displays the woman’s physical mannerisms. He tilts his head down slightly and looks up at the person he is talking to, which gives him a submissive air. When he speaks, he picks a specific individual to focus his attention on and keeps constant eye contact while leaning toward that person. This behavior makes a player feel singled out and special. An attractive person empowers them by giving undivided attention.

When playing a seducer….

  • Tilt your head down slightly
  • Focus your attention on each player one at a time
  • Lean toward the focus of your attention and maintain eye contact
  • Lower the tone of your voice
  • Make your voice husky and breathy
  • Use a French accent (optional)

Superior Intellectuals

Haughty wizards, know-it-all telepaths, and pedantic scientists are just a few of the people who fall into the superior intellectual archetype. They are the smartest people in the room and know it. Because of their smarts, these NPCs think themselves above every other living being. Odds are the players will cross paths with someone like as they seek an intelligent being to help them unravel some mystery.

Watch again as Chris Perkins portrays Flabbergast in the latest PAX Acquisitions, Inc. game. Like Mercer, he begins by describing the NPC. Then Perkins sticks out his neck just a bit so the rest his body is led by his head. This indicates he is intellectually focused. He then raises his chin and looks down his nose at the players, signaling Flabbergast’s belief that he is far more intelligent than the group. These physical mannerisms suggest a smart, conceited individual. They are enhanced by the fact that Perkins has chosen to stand. It literally puts him above the players.

Perkins then produces a voice which can only be described as nasally Alan Rickman. The nasal quality sells Flabbergast as an intellectual, and the low tone of voice mixed with disdain and condescension leaves no question that this wizard believes he is the smartest guy in the room.

The superior intellectual keeps his movements small and close. In general, these people are untrusting of others because everyone else is too stupid to do anything right. Perkins keeps his wrists loose and close to his body as he pets a phantom cat, or keeps his hands folded in front of him. These movements suggest the wizard is guarded, untrusting, and physically unimpressive.

When playing superior intellectuals…

  • Lead with your head
  • Tilt your chin up
  • Lower your voice
  • Use a nasally voice with condescension and disdain
  • Use small, weak movements
  • Stand (optional)

Flabbergast’s cat is a nice touch. It demonstrates the wizard prefers the company of animals to people and makes him an instantly distinct and memorable NPC.

If you like what you’re reading, please check out my podcasts, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

This article first appeared in Johnn Four‘s Roleplaying Tips Newsletter #693.

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Memorable non-player characters are distinct. Whether you created an NPC or it came out of a published adventure, it is up to you as game master to make each quest giver, tavern goer, and orc slaver different from the rest.

The key to creating a believable, distinct cast lies in your performances. This might seem daunting, especially since every other player at the table has only one character to worry about while you have dozens.

The truth is, even the least accomplished actors can create great NPCs by relying on mannerisms. With a little prep and some simple acting tricks I’ll supply you with today, you will play princesses and warlords with equal confidence, and your players will no longer confuse the innkeeper at the Dancing Goat with the bartender at the Ugly Banshee.

Importance of Mannerisms

Mannerisms are qualities that distinguish one character from another. These qualities must be actionable and can be displayed visually or audibly. A soft spot for animals or a short temper are not mannerisms. The way a nearsighted old woman gets close to someone’s face whenever she has a conversation is. The actions of your NPCs are just as important a part of their characterization as their internal thoughts, emotions, and ambitions.

NPCs are remembered in large part because of their mannerisms, not because they have a good heart or a conservative agenda. Yoda would be just one of many weird aliens if he didn’t speak backwards. Players get to know the intimate thoughts of NPCs over time, but mannerisms create first and lasting impressions.

Distinctions

Just like real life, people remember the superficial about others they know only as acquaintances. Giving every NPC one or more distinct mannerisms will help your players draw distinctions between them. If you present one knight as blonde and another as brunette, it is difficult for players to know the difference between them since one actor is playing both characters (unless you bring wigs to your games!). But if you give one knight an accent and the other a stutter, the players will not only instantly be able to tell the knights apart throughout the entire interaction, they will also recognize the duo and remember who is who the next time they come upon the couple if you reintroduce those mannerisms.

Draw Players In

Mannerisms do more for your game than help players distinguish between and remember NPCs. They give your players a better idea of the person before them and hint at backstory, internal thoughts, and hidden emotions. A teen who constantly wrings his hands has a mannerism that indicates he’s a worrywart, even though his words may show a tough exterior.

These little indicators give your players a more subtle, complex view of the NPCs. Ultimately, it creates layered characters who are well-rounded. In turn, those NPCs provide a richer story experience to all involved in the game.

Diversity

If you want a believable story, NPC mannerisms will help create a diverse world that mimics our own. Think of the people you interact with every day. Their physical and verbal behaviors immediately spring to mind. If you want your NPCs to become real people in the minds of your players, then mannerisms are the answer. No person is a perfect robot who simply recites box text.

Fun

The final reason you should be ready to give every NPC distinct mannerisms – fun. Acting is a huge part of role-playing games. It is right there in the name. If you give each NPC a mannerism or two, you will have a better time playing the role and the players will have more fun interacting with the character.

If you are not having a blast playing the NPC, players will know it and become as bored with your performance as you are. Having a few mannerisms to draw on will ease your mind and help you become the NPC.

Mannerisms give you ways of acting that are entertaining to perform and watch.

Types of Mannerisms

There are two main types of mannerisms you can play comfortably at a table: physical and verbal.

Physical – Physicalities and Behaviors

Physicalities are mannerisms that affect the ways NPCs carry themselves. Perfect posture, slumped shoulders, and a cocked head for example. They define the way an NPC moves and sits. They are the first characteristics of any NPC noticed by the players, so set yourself up for success by choosing the right way to sit or stand before you even open your mouth to speak as that person.

Behaviors are physical actions your NPCs take that can be both conscious and unconscious. Facial twitching, nail biting, head scratching, finger-pointing, and more fall under the category of behaviors. Remember to keep these behaviors consistent and don’t give up. If you want mannerisms to do their job and help define the NPC, commitment is key.

Verbal – Accents, Tones, and Speech Patterns

Of all the mannerisms out there, it seems accents are the most intimidating to GMs. It makes sense. Some professional actors work for years on a specific accent and still can’t quite nail the sound. You don’t need to worry the way those actors do.

For one thing, you are doing this for fun. If you do not quite nail the Rs in an Irish brogue, the studio is not going to fire you. Odds are your players will not notice or care. If you’re playing in a fantasy world, no one can even question your accent. So what if your French accent sounds like a combination of German and Italian? Those countries do not exist in the world. What your players are hearing is the accent of a person from Waterdeep!

Tones help define your NPCs’ voices beyond accents. If all dwarves in your world speak with a Scottish brogue, then it will be difficult to tell every dwarf apart. But if the dwarf king has a high, nasally voice while the captain of the guard has a scratchy, gruff voice and the chief alchemist has a deep, soulful voice, then you’ve got some definition between each.

Speech patterns define the rhythms and habits NPCs have while speaking. Using as few words as possible, being extra loquacious, always using a particular turn of phrase, or turning every statement into a question are all examples of speech pattern mannerisms. Just like physical behaviors, commitment to speech patterns is key in using them to help define the NPC.

Inspiration for Mannerism Creation

While you can think about many NPCs and assign them mannerisms during your preparation time, it helps to have a list of mannerisms at your side for those times the players go somewhere unexpected and you find yourself creating on the spot. It even helps to have the same list with you during preparation time so you can remember mannerisms as you create NPCs.

Fiction

One of the first places to draw inspiration from is fiction. Your favorite movies, television shows, books, comics, and more are full of distinct characters. Ask yourself what specific mannerisms you love about your favorite characters. Copy those mannerisms down in a list.

When drawing from books and comic books in particular, do not be afraid to go back and read your favorite dialogue scenes aloud. As you do, get into it and really become the characters. You will find yourself giving them physicalities you did not picture in your head. That is more you can mine for your game. Add them to the list!

Real Life

Pull from real life too. The people you see every day at work and your family are some of the best places to pull from because you know them so well. Many people pull from the mannerisms of old teachers and professors, since so much time is spent observing them as they lecture. Celebrities and politicians are a gold mine for unique mannerisms. Go ahead and write all the ones you can think of on your list.

Mix & Match

Once you have your list, remember that you probably do not want to recreate a character who already exists in fiction or real life. It might seem fun to make a real estate mogul who sounds exactly like Donald Trump, but your portrayal could turn your game into a Saturday Night Live sketch.

If your NPC superhero The Terrific Tarantula-Man is exactly like Spidey, the similarities will remind your players they are playing a game in a fictional world and break the immersion.

Mix and match mannerisms to create totally new people.

Imagine an old lady with Professor Xavier’s accent plus Wolverine’s cigar-smoking habit and liberal use of the word “bub,” and you’ve got yourself quite a character!

Let each new mannerism you add to your list inspire others. Maybe you remember your father always runs his fingers through his hair. As you write down this mannerism, it could bring new ones to mind, like people who pull at their arm hair or constantly brush their hair out of their eyes. Add them to the list.

Once you have a full list, you can use it to make a random NPC mannerism table like the one found at the end of this article.

Playing Mannerisms

The key to pulling off effective NPC mannerisms is your level of comfort acting them out. The less nervous and more committed you are to the mannerisms, the better you inhabit the entire character. Even if you’re not one of those GMs who did improv in high school, you can be an amazing storyteller who inhabits many different people by taking a breath, telling yourself all you do is for fun, and really going for it.

If you’re not an actor or experienced GM, start small. Assign NPCs mannerisms you feel comfortable playing and only put the same sort on your random table.

Give each NPC just one distinct mannerism to start, so you don’t have to worry about scratching your head and making up nonsense curses at the same time. One mannerism is enough to make a memorable NPC.

If you’re picking a physical mannerism, make sure it is one you can do comfortably for a few minutes without hurting yourself. Remember this is for your own enjoyment as well.

Practice

Practice your NPC mannerisms to get comfortable. If you know your PCs are going to meet with someone from your cast and you already assigned that NPC a mannerism, say impromptu lines in that character’s voice as part of your preparation. Try to have the interaction the NPC might have with the characters during the game. If you cannot think of anything to say, grab your favorite book and read a passage aloud as the NPC for practice.

Specificity

The more specific you can make a mannerism, the better. If the characters meet an old wizard who strokes his long beard, decide exactly how this movement occurs. A raised pinky with a twisting wrist is distinct, memorable, and says a lot about the wizard’s personality. The pinky suggests he’s got a proper upbringing in a noble house while the twisting wrists might give away he’s a bit of a nervous nelly.

If you were to rub your chin a different way each time the PCs meet this wizard, the mannerism is not as effective or fun to play.

[Comment from Johnn: take a selfie while practicing the mannerism to remind yourself how to portray NPC in the future.]

Even if you’re creating an NPC on the spot, take a moment to think about how the character would execute its mannerisms and get specific with your movements, tone of voice, vocal patterns, and posture to really give unique performances.

Commitment

Commitment is the second most important factor when it comes to NPC mannerisms. If you are comfortable with acting this will come easy, but you can force yourself to commit if you are feeling a little nervous. Go ahead and do that accent full on or pick your nose with gusto in front of your friends. Maintain the mannerism throughout the entire interaction and see what a difference it makes.

Dropping a mannerism partway through an interaction because you are uncomfortable will not do anybody any good. When it comes to NPC mannerisms, if you are going to do it, do it all the way and do not look back until the NPC makes an exit.

Don’t Be Perfect

The most important factor in displaying the mannerisms of your NPCs is fun. If you remind yourself your accents do not need to be perfect, that it is fine to laugh at yourself, and you should relish playing the NPCs, using mannerisms in your games will be some of the most fun you and your players have at the table.

How Matt Mercer Portrays a Maiden

Take a look at this video of Matt Mercer playing an NPC in the Geek & Sundry special, “D&Diesel.” In addition to being the fantastic GM of the web series “Critical Role,” Mercer is also a professional voice actor. He knows how to inhabit any NPC on the spot, even when he is under the pressure of playing with Vin Diesel on camera.

In the clip provided, Mercer plays a distressed maiden. He begins with a quick description of the character and then immediately begins enacting her physical mannerisms before speaking as the maiden. He slumps his shoulders and sticks his head out, leaning forward on the table to give the maiden a round-shouldered, frightened appearance.

Mercer then quickly darts his eyes all around the table, looking each of his players in the eye without moving his head. He does not allow his eyes to focus on any one player, but keeps them moving as he speaks. We know based on posture and the behavior of her eyes the NPC is terrified before she even opens her mouth.

Given Mercer’s career, the characterization and mannerisms become even sharper when he speaks. He has chosen a higher register to indicate the character is a young woman, but to make her distinct from other NPC young ladies and give her a deeper emotional feel, he gives her a breathy voice. She takes her time speaking with huge breaths between each sentence. These verbal mannerisms suggest a meek nature. When those verbal mannerisms are coupled with the physical, the character becomes unique, distinct, and interesting. Mercer throws in a British accent for good measure, medieval feel, and further distinction.

As the woman becomes more scared or confused, her mannerisms become bigger and more erratic. Her eyes dart more, her breathy voice almost sounds like she just ran a mile as she swallows air, her posture becomes even meeker, and her vocal pitch approaches the height of Mercer’s range. Our own real-life mannerisms tend to become more obvious when we are in an excited state because we lose a bit of control, so Mercer does that with his NPCs. Keep that in mind as your NPCs get joyful, terrified, surprised, and angry.

As the clip continues, Mercer reveals this young woman is not quite what she seems. She is a hag eager to sacrifice the player characters to her sister. As her motives change, Mercer keeps the NPC’s original verbal and physical mannerisms, but changes her attitude. This keeps her recognizable, but her new attitude changes the meaning behind the mannerisms.

Her hunched posture suggests her twisted, evil form. The hag’s darting eyes have a crazed wickedness to them. The voice is still high and breathy, but the breathing is more controlled, suggesting seductive evil rather than meek terror. All the mannerisms are still a part of the NPC’s portrayal. The character is the same, but her emotional state has completely changed.

In summary, here are the mannerisms Mercer used to play an elf maiden. You can think of the mannerisms listed below as a sort of stat block. Try creating these for your NPCs.

Maiden Mannerism List
  • Slump shoulders
  • Stick out neck
  • Dart eyes constantly
  • High voice
  • Breathy voice
  • British accent (optional)

Mannerism Table

If your game is tonight and you need some random mannerisms right now, we’ve got you covered. Use the table below to get started, and ignore or change any of the mannerisms you do not want to play.

Choose or flip a coin to decide if you want to give your NPC a physical or verbal mannerism and then roll on the appropriate table.

If you are an experienced GM who already plays an NPC mannerism comfortably, roll once (or more) on each table.

Physical Mannerisms

The NPC…

  1. has perfect posture
  2. slumps his/her shoulders
  3. picks his/her nose
  4. scratches his/her head
  5. clears his/her throat often
  6. blinks more than the normal person
  7. cannot look anyone in the eye
  8. is a close talker
  9. cracks his/her knuckles
  10. bites his/her nails
  11. picks at his/her ears
  12. runs his/her fingers through his/her hair
  13. inhales deeply before speaking
  14. rubs his/her chin
  15. stares without blinking for long periods of time
  16. breathes heavily
  17. cannot sit still
  18. has a face that cannot stop twitching
  19. belches uncontrollably
  20. constantly rubs his/her own shoulder
Verbal Mannerisms

The NPC…

  1. has a scratchy voice
  2. has a deep voice
  3. has a high voice
  4. uses the phrase over and over
  5. ends all sentences with a phrase that make them a questions (e.g. “you know?” or “do you follow?”)
  6. creates nonsense cuss words
  7. has a smooth, soulful voice
  8. has a Germanic accent similar to German/Russian
  9. has a Romance language accent similar to Spanish/Italian/French
  10. repeats whatever is said to him back before responding
  11. uses only gender neutral pronouns
  12. calls everyone by the wrong name
  13. stutters
  14. uses the same nickname for everyone
  15. has an American Southern accent
  16. speaks only in short sentences or nods
  17. uses far more words than necessary
  18. says “umm” for a long time before speaking
  19. speaks rapidly
  20. over-enunciates everything

If you like what you’re reading please follow me on Twitter, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Hey everyone! I was on a new episode of the Roleplaying Tips Podcast! This time we talk more about Descent into the Demonplague Dungeon!

From the host Johnn Four:

Thanks to everyone for the interest and feedback on the first RPT Podcast.

I’ve done it again. I spit into a mic and tossed word salad in the hopes something tasty and nutritious for Game Masters would come out.

In RPT Podcast E2, world builder James Introcaso and I talk about the adventure we’re building.

The adventure now has a name!

We talk about adventure design, crafting NPCs, and a couple other topics.

This episode is much shorter, around 30 mins. I think that’s the length I’ll be aiming for in the future. We’ll see as I get a few more of these under my belt.

Update: I’m still working on iTunes and RSS feeds for the podcast. Stay tuned for news on that front. Sorry for the delay on getting this set up properly.

Update 2: My Blubrry podcasting plugin says this is the feed URL. However, it words it like the feed is just for iTunes and other services. It does not say if it’s good for your feed reader. Could you give it a try and let me know if it work ok?

https://roleplayingtips.com/feed/podcast/

If you like what you’re reading please follow me on Twitter, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

Guess who’s on another podcast? That’s right! This guy!

I have been super busy working on some secret RPG-related projects. I can’t say too much about most of them other than they all involve adventure design and use the fifth edition Dungeons and Dragons rules. There is one project I can write and talk about quite a bit! I’m working hard with Johnn Four of Roleplaying Tips to bring you a dynamic, engaging story – Descent into the Demonplague Dungeon.

The Product

Descent into the Demonplague Dungeon is a four-part adventure path from the mind of Johnn Four produced by an amazing team he put together. Each adventure can be played individually or as a series that will take player characters from level 1 to level 20 in a tale of disaster, politics, intrigue, and demons. The adventures are modular can be easily broken into pieces and dropped into your favorite published or homebrew campaign setting.

The first adventure takes characters from level 1 to 4, introduces them to a town that’s at the center of the campaign’s story, takes them through three small dungeons, and gets them involved in local politics. The second adventure is designed sandbox style. The characters explore a greater area outside the town, dive into dungeons, interact with creatures in the wild, and begin to unravel the campaign’s big mystery. The third part of Descent into the Demonplague Dungeon is a hex crawl. Characters are forced into unknown lands, changed by a recent disaster, full of new monsters, hazards, and dangers. The final adventure sees players make their way into the storyline’s namesake. It’s a massive dungeon crawl full of challenges meant to put high level characters to the test.

My favorite part about the Descent into the Demonplage Dungeon is that the adventures are designed to react to the actions (and inactions) of the PCs. The characters have a chance to shape the world around them. As the world reacts characters reap the benefits or suffer the consequences of their actions. Descent into the Demonplague Dungeon has replay value. Each time you play through it, you and your friends can tell a very different story than you did last time.

Another cool piece of the adventure is that there’s going to be all sorts of great extras, previews, digital generators, and more that go with it. The biggest of these is a bunch of super helpful advice that will guide you through creating your own adventures.

What’s the Story?

Warning! MINOR spoilers for Descent into the Demonplague Dungeon ahead.

A comet struck the Luna Valley. The Ice Tongue Glacier, which once filled the entire vale, melted after days of quaking and endless heat following the impact. Entire cities were covered in mud, animals starved, and the survivors crowd the only small village left in the valley. Tomar’s Crossing, a small village built on a hill that poked above the glacier, is packed with refugees, low on food, plagued by hungry beasts, and about to elect a new Village Council.

Meanwhile the melt has uncovered forgotten civilizations, buried beneath the Ice Tongue Glacier. Four-millennia of forgotten ruins, treasure hoards, and dangers are ripe for exploration. Where many see disaster, others see profit. Those brave enough to venture out into the transformed Luna Valley can find untold wealth… if death does not find them first.

The comet has unleashed something else, trapped deep beneath the glacier and far below the earth. Something locked away long ago for the good of the world. Something that just woke up… and is trying to get free.

The Podcast

So to promote our first adventure in the Descent into the Demonplague Dungeon series, Johnn started the Roleplaying Tips Podcast! Every other week we’ll talk about how the adventure design is going and give you some insight into creating your own! Guess what? The first one is up! Take a listen to Johnn and I dishing on the ideas and inspiration behind the adventure and use our advice to craft your own stories (and get excited about ours)!

Take a listen!

Let me know what you think about the adventure and the podcast in the comments below!

If you like what you’re reading please follow me on Twitter, check out my podcasts, find my products on the DMs Guild, tell your friends about the blog, and/or leave me a comment and let me know you think. Thanks!

To my friends in the United States – Happy Thanksgiving!

Since I started this blog I’ve been taking part in the monthly RPG Blog Carnival. Currently organized by Johnn Four over at Roleplaying Tips, the carnival is hosted by a different blog each month. The owner of the hosting blog picks a RPG-related theme and then invites other bloggers to write at least one post on that theme in their own blogs. Those bloggers then provide a link to their posts somewhere in the comments of the host blog’s introductory carnival post. At the end of the month, the blog hosting the carnival gathers up all of the links in a new blog post and puts them together in a nice little package for all to see. Check out November’s carnival theme “A Stack of Surprises,” hosted by Mike Bourke of Campaign Mastery.

In December, I’ll be hosting the carnival. If you’ve been following me for a while or you’ve checked out the Free Game Resources section of this site, you know I love crafting homebrew creations. For fifth edition Dungeons and Dragons I’ve created numerous backgroundsmagic items, monstersD&D fifth edition rules modulesspellsadventures, and more. I’ve also been on a Shadow of the Demon Lord pregen creation kick recently, since there don’t seem to be many out there for this new game yet.

Now I’m inviting others to join in the fun. This holiday season, give the gift of your gaming creations. Create a new monsters, feat, spell, force power, weapon, magic item, NPC, PC, adventure, map, world, background, rule, society, or anything else you can dream up. It could be for your favorite game system or something system agnostic! It doesn’t matter. Heck get into the spirit and stat out Santa or go dark and make a murderous longsword forged in the blood of demons. Your imagination is the only limit. No creation is too small if it’s one that came right out of your brain.

Leave links to those creations in the comments below and at the end of the month I’ll post them up in a nice blogtastic package for GMs everywhere to steal for their games! Give the gift of gaming, my friends. There’s going to be plenty homebrew fun to come from this blog as well, so stay tuned!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Curses! This month’s RPG Blog Carnival theme is “Curses! Cursed Items, Spells, and Campaign Stories,” chosen by Johnn Four over at Roleplaying Tips. This is one of my favorite themes yet!

Recently I designed 100 common magic weapon properties and 100 common wondrous items. These two posts are currently the most popular ever in this blog’s history. Since I love designing cursed items and people seem to love reading about them, I thought for this month’s theme I’d design another 100 magic item properties – this time it’s all about curses. This post includes the first 20 properties, which can be added to weapons.

Designing Curses – You Take the Good, You Take the Bad

When it comes to cursed items, I find it helps to mix the good in with the bad. For instance demon armor on page 165 of the Dungeon Master’s Guide has a lot of beneficial properties, but also has a curse associated with it – the user cannot remove the armor without a remove curse spell after donning it and and suffers penalties against demons in combat. This presents an interesting conundrum for the player. Should the character wear the armor to gain its awesome infernal benefits, but know that whenever its time to doff a 3rd-level spell better be waiting and that combat with demons is extra deadly? Or is it better to wear some normal armor without awesome magic claws and a bonus to AC?

I understand wanted to create a purely cursed object with no benefits whatsoever, but once the players get over the shock and surmount the curse, then the item is pretty much done. If the item has some sweet benefits they may keep that bad boy and that makes the game and the item’s story more layered.

With that in mind I’ve created a bunch of cursed magic item properties which can be added to any existing magic items (homebrew or published). Of course, if you prefer to have a purely cursed item for your game, go ahead and simply add a cursed property or three to an existing item.

Cursed Item Properties

When giving a magic item (or a non-magical item) to your players, you may choose to add a cursed property to the item. These cursed properties are in addition to any other properties the item may already have. To give an item a cursed property, first determine if the item is a weapon, armor, spellcasting implement, consumable magic item, or non-armor wearable item (such as rings, cloaks, boots, etc.). Then roll or pick a cursed property for the item on the appropriate table.

Cursed Weapon Properties
d20 Property
1 When you score a critical hit with this weapon, it deals 1d12 psychic damage to you. This damage cannot be reduced in any way.
2 After attacking with this weapon for this first time it becomes grafted to one of your hands. While the weapon is grafted to you, you cannot drop or sheathe it and you cannot be disarmed. In addition any ability checks you make which require the use of both hands are made with disadvantage. Only a remove curse spell or similar magic can undo the grafting.
3 When you roll a natural 1 on an attack roll with this weapon, roll the weapon’s damage as if you had hit. Instead of the creature you attacked taking the damage, it heals for the damage amount you rolled.
4 When you roll a natural 1 on an attack roll with this weapon, you become poisoned until the end of your next turn.
5 When you roll a natural 1 on an attack roll with this weapon, you become blinded until the end of your next turn.
6 When you roll a natural 1 on an attack roll with this weapon, you become frightened of the creature you attack until the end of your next turn.
7 When you roll a natural 1 on an attack roll with this weapon, you become incapacitated until the end of your next turn.
8 This weapon only deals half damage to creatures of a certain type (chosen by the DM).
9 You have disadvantage on attack rolls made in sunlight with this weapon.
10 Whenever you miss an attack with this weapon, you fall prone.
11 When you draw this weapon it cannot be put away or dropped until it has damaged a creature. While the weapon is drawn and hasn’t dealt any damage yet, you cannot be disarmed. In addition any ability checks you make which require the use of both hands are made with disadvantage.
12 If you carry any other weapons on your person while you wield this weapon, attacks made with this weapon are made with disadvantage.
13 Each time you draw or pickup this weapon you take 1d6 psychic damage. This damage cannot be reduced in any way.
14 When you use this weapon to attack an enemy while you can see another enemy of a higher challenge rating, you have disadvantage on the attack roll.
15 This weapon cannot reduce a creature to 0 hit points. If a damage roll made with the weapon would normally reduce another creature to 0 hit points, that creature is instead reduced to 1 hit point.
16 When you roll a natural 1 with this weapon, you are charmed by the enemy you attacked until the end of your next turn. The creature you are charmed by is aware of this effect.
17 When you attack a creature with a higher Strength score than you with this weapon, the attack roll has disadvantage.
18 Creatures not native to the Material Plane are drawn to your weapon and wish to claim it for themselves.
19 In a combat encounter when all of your enemies are defeated, if you are carrying this weapon, you must succeed on a DC 15 Wisdom saving throw or see all conscious allies as hostile enemies for one minute. You can repeat this saving throw at the end of your turn, ending the effect on a success.
20 Roll twice on this table.

More to Come

You’ve probably noticed the four other four categories of curses are missing. Stay tuned for those on Thursday! It’s Labor Day weekend here in the US so the blog post is a little shorter than usual as I’m spending time with friends and family.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!