Everyone has their own agenda. That's about all you need to consider. You wrote it in your opening query rather well, DaylightDrifter. I may have a different angle than some GMs, but I use my experience as an actor when trying to run NPCs in a game - I ask the basic questions for every NPC: *
Who am I; *
Why am I here; *
What do I want; *
What obstacle is in my way of getting what I want; *
How do I best go about getting what I want?
Whether running a Conan game or as I now am involved with a King Arthur Pendragon campaign, I constantly have NPCs floating around, often on-the-fly, but the main NPCs have (usually) been thought out beforehand and probably written up. The more important an NPC is to me, the more I consider [his] motivations. But sometimes a player says something like, "I go into a bar and try to find a woman to flirt with" and I make up a generic character, and then the player's prodding forces me to establish a persona right there which I hadn't anticpated, and as I'm working on-the-fly I'm using those questions to establish the new NPC and ground [her] in the world.
Aside from a very small number of prepared NPCs who will be interacting directly with the players' characters, I consider all other NPCs as individuals going about their lives who probably never saw the PCs before and will forget about them in a minute as they're too busy living their own lives.
I think of Hyboria and Camelot (sic) as real places, and in gaming or prepping for a game I think of them as alive in the here and now. I ask myself *
What happened a long time ago, *
What recently happened, (in the setting); *
What is going on right now in the world; *
What do I want the PCs to do in the next adventure; *
How, or will, their adventure affect major NPCs; and *
What should I put in the back of my mind for an idea for the next adventure after this one I'm working on right now?
If I keep these kinds of things in my mind as a GM, I find that I will act both pre-prepared (established) NPCs and those created on-the-fly in the same, consistent manner. And often (but not always) do I find that character drives or determines plot and obstacle.
When I was running a Conan game, I wanted to begin adventures
en medias res (in the middle of things). This trait I love most as a writer and as a literary critic was introduced to me by Howard's stories. I've done it for years in d20 games and games like theStar Wars RPG, James Bond RPG and TSR Conan RPG. Start them in the middle of a battle, start them in the midst of a heated chase (on foot, horseback or vehicle), start them in a prison or chained to a slaver caravan. I don't like to start with "Okay we finished in room 420 of the dungeon. You guys went back to town and got your wounds healed, sold the loot for 5,326 G.P. and can now buy stuff, so what do you want to buy?" In my mind adventuring games like Conan are destroyed by beginning a session in a mire of tedious bookkeeping. So, if I have a clear conception of how NPCs work, think, act, then I can begin a session at any point or event or location. Well, anyways, that is a fun way of starting a game, but in general, no matter which game I'm running, I usually make an adventure start with: *an
opening event or clarification of whats going on around the PCs as the adventure begins, maybe interlacing exposition with the immediate action or maybe in a sense of a lull; *
an action-sequence to get them going, facing danger or death; *
an interlude after wherein they have time to analyze what happened and plan for what's ahead; *the
climax which could be a battle or finding and fighting the demon, sorcerer, bandit camp, or whatever; and *
denoumont where the survivors assess the damage, flee the collapsing city and escape to the jungle beyond, or they decide that an NPC they were dealing with is now a major foe/ally and will need to be re-visited, or they get the girl and she is grateful and promises them reward which could make her either someone I'd need to develope for future plans or "here today, gone tomorrow", or they quip "I've had enough, I go back to the bar, get drunk, and forget this night ever happened."
NOTE: I could shift the order for individual adventures, say begin with the climax and everything after is denoumont of a sort, or start with a denoumont if I'm linking the previous adventure, and take my time in developing a new conflict for the group. Whatever. In general, this framework usually works for a game other than King Arthur Pendragon.
Anyways, them's my two cents. Hope this helps.
