CHAPTER 8: OUTLINE IMPORTANT NPCS

Interaction with NPCs is one of the three core components of all our fantasy roleplaying games. According to surveys, roughly 60 percent of players prefer NPC interaction and roleplaying to combat and exploration. Most GMs both prepare NPCs ahead of time and improvise others during the game.

FOCUS ON PRIMARY NPCS

When you outline your NPCs during preparation, focus on the main NPCs who drive the session. This includes major points of contact, primary quest givers, notable villains, and other characters critical to the story. If they aren’t critical, skip them and improvise.

KEEP NPC OUTLINES BRIEF

Focus only on the notes you need to run the NPC at the table. This often includes:

  • The NPC’s name.
  • Their connection to the story.
  • A character archetype from popular fiction.

It is easier and faster to tie an NPC to a character you already know from a movie, book, or TV show. Lift the entire package of appearance and mannerisms. The further from the fantasy genre you go (e.g., a character from a western or a modern drama), the harder it will be for players to figure out the archetype you’ve borrowed.

  • Switch Genders: One way to shake up an archetype and make it unique is to switch its gender.
  • Avoid Stereotypes: Avoid overused or potentially insulting stereotypes. If you lean toward well-trodden ground, try reversing an aspect (e.g., a nature-loving dwarf) or throwing the character out and trying again.

BE PREPARED TO THROW NPCS AWAY

Always be prepared for the relationship between the characters and NPCs to go in unexpected directions. If an NPC dies or is ignored, move critical information (secrets and clues) to another NPC.


CHAPTER 9: CHOOSE RELEVANT MONSTERS

“I don’t use the encounter-building rules. Fights are as tough as is appropriate to the location and situation.” — Mike Mearls, lead designer for fifth edition Dungeons & Dragons

The paradigm for building encounters for the Lazy Dungeon Master is: Choose monsters that make sense for the scene, the situation, and the location. Instead of complicated balancing rules, look at the story and select the monsters that fit.

THINK OF CHALLENGE RATINGS AS A LOOSE GAUGE

You don’t need a perfect mathematical formula (spoiler: there isn’t one). Use CR as a rough understanding of whether a battle will be easy or deadly:

  • For 5e: The CR for a single monster is roughly equivalent to 1/4 of a character’s level, or 1/2 of a character’s level if they are 5th level or higher.
  • For Pathfinder: CR is roughly equivalent to character level minus two.

PREPARE BOSS FIGHTS

Organic building works for most fights, but boss fights require more work to maintain challenge without robbing character agency.

  • Don’t Fight Alone: No boss should ever fight alone. The side with more actions has a huge advantage.
  • Memorable Techniques: Use fantastic terrain (magical crystals, poison gas) or guardians that absorb damage.
  • Test Fights: Use clones or escape mechanisms (like liches or vampires) to gauge character effectiveness before a final confrontation.

CHAPTER 10: SELECT MAGIC ITEM REWARDS

Magic items are a great opportunity to spotlight characters, make players happy, and draw them into the story.

THE LOOSE WISH LIST

Ask your players what types of items they want. Do they like heavy armor, big swords, or weird wands? Review these wish lists during the “Review the Characters” step. As a general rule, try to drop one useful magic item into each session of play.

CHOOSING ITEMS RANDOMLY

Use random treasure lists and generators to bring in items that might surprise both you and the players. You can roll ahead of time and curate the results to avoid useless items.

TYING MAGIC ITEMS TO THE STORY

Magic items can be physical anchors to your campaign:

  1. Focus of a Quest: Reclaiming a specific sword from a villain drives the story.
  2. Vehicles for Secrets: When characters find an item, tie one of your secrets or clues directly to its history. Reclaiming an item can reveal how it was lost centuries ago.

CHECKLIST FOR SELECTING MAGIC ITEM REWARDS

  • At the beginning of a campaign and every six sessions, ask players what items they’d like.
  • Review answers when reviewing characters.
  • Select an interesting item and plan to drop it into the game when it fits the story.
  • Tie items to the story as quest focuses or connections to secrets and clues.