Follower Musing: Narrative Description, Part 2.2 - Describing NPCs and Player Characters - Actions and Characteristic Phrases
Thanks @invizagoth for requesting this topic!
On the last post, we talked about camera and lighting effects when describing your NPC. Today, let’s talk about some other aspects, including intial actions and characteristic actions/phrases.
What do you gather about this character just from seeing them in action?
Even if we didn’t have an introduction to Strider (real name Aragorn) earlier, this does a lot to establish him as a powerful fighter.
The three hooded, menacing figures that have been threatening the lives of Frodo and the Hobbits are being fought off, successfully, by one guy.
This does so much to establish Aragorn’s prowess as a warrior without anyone telling you that he is an accomplished fighter. Rather, it is shown.
In a similar way, you can do this with your NPCs. As you walk into the lecture theatre, you see many students hanging on the professor’s every word. A number of complicated diagrams are all spread on the wall, the professor pointing to each in succession and explaining the intricate mechanism behind the machine’s engineering.
Or: You see the man sitting at the bench in the bar. He is isolated from anyone else. Five empty glasses occupy his table. With fervor he empties a sixth. You can give a character some introduction before words are even exchanged by using actions, which often speak louder than words.
Now, let’s talk about characteristic actions or phrases.
Remember Ocean’s Eleven?
Brad Pitt’s character is eating in almost every scene - something that made his character quite memorable.
Characteristic actions or phrases can help identify a character easily without directly mentioning their name. If I had a similar character in my game, and I mentioned that “you hear the familiar crunching of an apple around the corner, interspersed with a mild cough,” and I often described the character this way, players would immediately recognize who it is. It’s a great way of developing familiarity with a character.
Characteristic actions or phrases can also help identify a key item or important plot point.
What if a character in the tavern is constantly flipping a key or a coin? This could be a great way to not only introduce the character, but the key item that may play into the plot.
When it comes to characteristic phrases, there’s lots of things you can use. The NPC in question may perseverate on something plot related: “Get the gold... the lucky man gets the gold...” or it can be something more unique to their character. Maybe your character refuses to swear, so they curse with very nonthreatening language: “Puffins! Puffins, that hurt.”
Even better, they may have a characteristic phrase they use with the party, like my old wise Dwarf NPC who favours a bit of tough love. “A right mess you all are, but a useful mess nonetheless.” I had a great moment where they had saved the local dwarven town from a surprise attack, but ended up in a pile on the ground after jumping from a building. All I said was you hear footsteps approaching you, and all your hear is [using my dwarf voice], A right mess you all are, but a useful mess nonetheless.
Having a phrase associated with the party or a given character can increase familiarity and attachment with that particular NPC.
Let’s review our NPC introduction and description toolkit so far.
1) What is your camera doing? 2) What is the lighting of your scene/the NPC? 3) What is the NPC first doing or saying when the party meets them? [and what does it imply about their character or situation?] 4) What characteristic actions or phrases does this NPC have? On the next post, we’ll dive more into appearance, ongoing behaviours and personal effects.
Until then, thanks again to @invizagoth for inspiring this series, and I’ll see you all again soon!









