DePiglio is the Perfect Blueprint for an NPC Checklist

 You may be asking "What is DePiglio?". OK first, 4 minutes of your time for context: Here's DePiglio


DePiglio can be described as a lot of things: Enigmatic, creepy, silly, kind of like a dog or something. He's memorable, engaging and entertaining. In short, he has all the best elements of a memorable NPC. So let's microblog a checklist about what's happening here and how you could possibly adapt things!

A Character that's Distinctive

The first thing that jumps out at us is how distinctive DePiglio is. Visually he sticks out like a sore thumb, but even among contemporary puppets he stands out. His mangy hair, his offset teeth, his exposed gums. He also has an easy(ish) to grasp design: A big fur ball with gnashing teeth, sharp claws and crazed eyes. Even if a Player were to forget DePiglio's name they could recall "Oh that crazy thing that was screaming and chasing us." 

Distinctive! The more a character sticks out visually and through actions the easier they'll be to remember.

A Character with History

Of course if we just threw a random fur ball at the Players DePiglio would be more of a weird cliff note than a fully memorable encounter. No, instead DePiglio (as all great characters do) has history with the surrounding NPCs. In fact, to many locals he's a household name, some even went to high school with him! This makes DePiglio feel like a part of a believable, lived in world. It also lets players in on DePiglio's reputation as a relatively good natured and friendly erm... entity, through second hand knowledge.

History! The more other NPCs and records in the world acknowledge a character, the realer they'll feel (and the more can be learned about them without direct interaction).

A Character with Connections

Since Players are learning this history through here-say they also see the connections DePiglio has formed: Connections which can complicate their existing relationships. All of a sudden calling DePiglio a "thing" will raise contempt in some parties, who are quick to defend their cherished friend. DePiglio is not only renowned but beloved, so dealing with him must be done carefully to preserve your own reputation and relationships. 

Connections! The more connections an NPC has, the more care has to be put in any interactions regarding them, as these connections further the consequences of Player actions.

A Character with Complexity

Which of course bring us to contrast between DePiglio's actions and his reputation. While players see a deranged maniac, NPCs see a reliable friend acting out of character. In fact most NPCs would describe DePiglio's demeaner as "usually super chill and shit." This creates a palpable three dimensionality to the character and begs important questions: Is DePiglio actually chill? Should we trust NPCs about his past? About anything? Is he always like this now? And what did the players do to piss him off so much? 

Complexity! The more multifaceted an NPC's affects the more believable and interesting they are to try to figure out. (This also plays into being distinctive! DePiglio's stark contrasting affects are incredibly memorable)

A Character with Motive

DePiglio (from what we see) is driven by a singular directed chase. This frenzied ceaseless action clearly has an equally frenzied ceaseless motive. No express motive in revealed within the DePiglio short film, because it don't necessarily need to be revealed to be interesting. In fact guessing can be half the fun! Think about all the inscrutable villains whose allure stems from guessing what's going on in their heads. The key as a GM is to know, or at least have an idea. While we may not know exactly what's going through DePiglio's head, we know he's coming at you like a badass. And thus it's easier as a GM DePiglio to figure out what DePiglio is doing when the players aren't around.

Motive! NPCs with their own direction and goals provide vital allies and memorable obstacles.

A Character that Changes Over Time

We can see in his initial appearance that DePiglio lacks a bucket on his head. By adding the bucket later in the film, not only is the passage of time depicted, but we can also start making assumptions (like that DePiglio may have gotten stronger or come more prepared this time). Costume changes, scars, new lackeys and equipment all tell the players that a character is up to their own things when they're gone. Like how DePiglio not only gains a bucket, but also seems even more pissed and deranged. 

Changes! Consider the paths your NPCs take when the Players don't see them, and how those paths are reflected on the world and when an NPC returns.

A Character who Telegraphs Danger

Lastly, Players need to (in some capacity) know the kind of character they're dealing with. There's all kinds of subtleties and learned cues that are difficult to communicate over tabletop, so being overt isn't always a bad thing. DePiglio's fervent chase paired with blood thirsty screams telegraphs a level of danger. More over, NPCs are all too happy to inform the Players that "you'll have a couple of minutes until he gets here. But by that time, you'll probably want to head out." 

Telegraphing! An informed player makes for more nuanced play and interesting decisions (especially in a risky situations).


And that about covers it! So the next time you're thinking about what makes a good NPC, just think about this checklist, and how DePiglio excels at all these things!


BONUS : A Character with Light Motifs 

As many of you know I love using music in games I run, and having a Light Motif for a character (like how George Benson's On Broadway plays whenever DePiglio is present) can be dramatic, memorable and even a bit silly with the right execution.


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