Similar to a movie director, a good GM
needs to have good actors to sell the players on the story. But a GM
must BE all of the actors, otherwise known as NPC's (non-player
characters) in a role-playing game. Some RPG's can be played more
combat-heavy, while others as more of a narrative, dynamic
story-telling experience. It really depends on the game and what the
players seem to prefer. But a GM needs to be able to create
intriguing NPC characters by acting out and describing then to the
players. This provides an immersive experience, where players
willingly "suspend disbelief," something we all do when
watching a movie. I've seen some players get so involved in the
acting that they'll jump out of their chairs and act out their own
characters in response to the way I'm acting out my NPC's! Often, a
published adventure or mission has dialogue text for the GM to read
to the characters, but this can be enhanced by embellishing the words
with personality. Is the NPC a bully? A proud person of high status
that looks down at the characters he's talking with? Or maybe he's a
sniveling, treacherous con-artist, looking for any angle he can find?
Preparing a different persona for each NPC really helps enhance the
experience for players, and I've often found that players reacted so
well to certain NPC's, I brought the memorable characters back in
later episodes during the campaign.
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