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	<title>Comments on: When NPCs Speak&#8230;.Amongst Themselves</title>
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		<title>By: jaynova</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-11397</link>
		<dc:creator>jaynova</dc:creator>
		<pubDate>Mon, 06 Dec 2010 20:07:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-11397</guid>
		<description>I had NPCs speaking to each other in my game last night. I just had one NPC, who I was acting out, respond to another NPC that was basically in my head. Think Han Solo talking to Chewie. I had to restate enough of what the imaginary NPC was saying so that the players knew what was happening.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;11397&#039;,&#039;jaynova&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I had NPCs speaking to each other in my game last night. I just had one NPC, who I was acting out, respond to another NPC that was basically in my head. Think Han Solo talking to Chewie. I had to restate enough of what the imaginary NPC was saying so that the players knew what was happening.
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		<title>By: Storyteller</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6817</link>
		<dc:creator>Storyteller</dc:creator>
		<pubDate>Tue, 28 Jul 2009 16:50:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6817</guid>
		<description>Great article!

The first time I encountered this problem was with the &quot;Red Hand Of Doom&quot; campaign released by Wizards a few years ago. When the PC&#039;s arrive to defend the final town, they&#039;re brought before the town&#039;s council - 4 NPCs - who have all this underlying drama and rivalries amongst each other and all what different things.

Rather then play four parts I actually recruited three players from another one of my games to stop by the session that day. I gave them each a briefing on what they should say at certain points and how they should react to the other council members when they say certain things. Since they were all talented roleplayers they picked right up on it and the four of us were bickering like it was our jobs as the PC&#039;s sat back and enjoyed the show. Finally they realized it was up to them to sort out this nonsense and started interfacing with us both as a council and as individual members. One player even took one of the council members out into the hall to take privately on what he thought was best. It was fantastic and, when all was said and done, one of the high points of the whole campaign.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6817&#039;,&#039;Storyteller&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great article!</p>
<p>The first time I encountered this problem was with the &#8220;Red Hand Of Doom&#8221; campaign released by Wizards a few years ago. When the PC&#8217;s arrive to defend the final town, they&#8217;re brought before the town&#8217;s council &#8211; 4 NPCs &#8211; who have all this underlying drama and rivalries amongst each other and all what different things.</p>
<p>Rather then play four parts I actually recruited three players from another one of my games to stop by the session that day. I gave them each a briefing on what they should say at certain points and how they should react to the other council members when they say certain things. Since they were all talented roleplayers they picked right up on it and the four of us were bickering like it was our jobs as the PC&#8217;s sat back and enjoyed the show. Finally they realized it was up to them to sort out this nonsense and started interfacing with us both as a council and as individual members. One player even took one of the council members out into the hall to take privately on what he thought was best. It was fantastic and, when all was said and done, one of the high points of the whole campaign.
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		<title>By: Tacoma</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6715</link>
		<dc:creator>Tacoma</dc:creator>
		<pubDate>Tue, 21 Jul 2009 21:17:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6715</guid>
		<description>I summarize. Pre-recording seems like a bad idea. Things may have changed from your assumptions and the recording might make absolutely no sense. In order to make sure your recording works, you have to plan dozens of variant conversations and record them all, or reduce the impact the players have on the conversation - i.e. their influence on the game. Choo choo.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6715&#039;,&#039;Tacoma&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I summarize. Pre-recording seems like a bad idea. Things may have changed from your assumptions and the recording might make absolutely no sense. In order to make sure your recording works, you have to plan dozens of variant conversations and record them all, or reduce the impact the players have on the conversation &#8211; i.e. their influence on the game. Choo choo.
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		<title>By: Noumenon</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6647</link>
		<dc:creator>Noumenon</dc:creator>
		<pubDate>Thu, 16 Jul 2009 13:11:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6647</guid>
		<description>Cue cards is a grand idea!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6647&#039;,&#039;Noumenon&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Cue cards is a grand idea!
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		<title>By: Lunatyk</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6643</link>
		<dc:creator>Lunatyk</dc:creator>
		<pubDate>Thu, 16 Jul 2009 04:39:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6643</guid>
		<description>I am not good with voices... so I either use expressions or hand gestures...

one NPC may have his hands down or in his pockets as he talks, while the other scratches his cheek from time to time...

I&#039;d rather avoid NPC-NPC interaction but some times the players just want to do that, listen in on the conversation... like the ninja spies they are...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6643&#039;,&#039;Lunatyk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I am not good with voices&#8230; so I either use expressions or hand gestures&#8230;</p>
<p>one NPC may have his hands down or in his pockets as he talks, while the other scratches his cheek from time to time&#8230;</p>
<p>I&#8217;d rather avoid NPC-NPC interaction but some times the players just want to do that, listen in on the conversation&#8230; like the ninja spies they are&#8230;
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6641</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Thu, 16 Jul 2009 02:06:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6641</guid>
		<description>This is one of those topics that I didn&#039;t think needed covering, until you covered it.  Well done.

I have done this a couple of times, so my basic rule is now &quot;don&#039;t even frakking think about it&quot;.  If it came up again, I&#039;d recruit players and give them cue cards (with cues, not lines), or do what Patrick suggested.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6641&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is one of those topics that I didn&#8217;t think needed covering, until you covered it.  Well done.</p>
<p>I have done this a couple of times, so my basic rule is now &#8220;don&#8217;t even frakking think about it&#8221;.  If it came up again, I&#8217;d recruit players and give them cue cards (with cues, not lines), or do what Patrick suggested.
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6637</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Wed, 15 Jul 2009 22:16:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6637</guid>
		<description>This is truly a challenging situation for GMs, and one that I don&#039;t always get right myself. I think trying to get PCs involved in the conversation is key. It also helps when pro-active players leap into the NPC conversation at the earliest opportunity.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6637&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This is truly a challenging situation for GMs, and one that I don&#8217;t always get right myself. I think trying to get PCs involved in the conversation is key. It also helps when pro-active players leap into the NPC conversation at the earliest opportunity.
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6627</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Wed, 15 Jul 2009 17:23:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6627</guid>
		<description>&lt;a href=&#039;#comment-6626&#039; rel=&quot;nofollow&quot;&gt;@Zig&lt;/a&gt; - Yep, it pretty much does exactly what you described. You aren&#039;t entertaining/boring the players with the NPC&#039;s conversation. You get the PCs involved and turn that conversation between NPCs into a PC driven event. I hope that the tactic works for you and your group, because I have had a lot of fun with it myself. And if I can pull it off anyone can! :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6627&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6626' rel="nofollow">@Zig</a> &#8211; Yep, it pretty much does exactly what you described. You aren&#8217;t entertaining/boring the players with the NPC&#8217;s conversation. You get the PCs involved and turn that conversation between NPCs into a PC driven event. I hope that the tactic works for you and your group, because I have had a lot of fun with it myself. And if I can pull it off anyone can! <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: Zig</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6626</link>
		<dc:creator>Zig</dc:creator>
		<pubDate>Wed, 15 Jul 2009 16:37:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6626</guid>
		<description>&lt;a href=&#039;#comment-6625&#039; rel=&quot;nofollow&quot;&gt;@Patrick Benson&lt;/a&gt; - That&#039;s an excellent idea. I&#039;m going to keep that practice in mind the next time I run my D&amp;D game. You get to further plot without boring the PCs by getting them involved in the whole discussion. Plus, I would imagine the PCs might drop some hints about how they are going to go about some mission or quest which helps the DM plan accordingly. Very helpful when the PCs throw that monkey wrench into your game prep; you can modify things on the fly much more easily. Beats being caught flat footed by the PC&#039;s wild idea during the encounter.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6626&#039;,&#039;Zig&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6625' rel="nofollow">@Patrick Benson</a> &#8211; That&#8217;s an excellent idea. I&#8217;m going to keep that practice in mind the next time I run my D&amp;D game. You get to further plot without boring the PCs by getting them involved in the whole discussion. Plus, I would imagine the PCs might drop some hints about how they are going to go about some mission or quest which helps the DM plan accordingly. Very helpful when the PCs throw that monkey wrench into your game prep; you can modify things on the fly much more easily. Beats being caught flat footed by the PC&#8217;s wild idea during the encounter.
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6625</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Wed, 15 Jul 2009 16:19:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6625</guid>
		<description>Good topic. My preference is to have the NPCs pull the PCs into the conversation. Whenever it looks like the NPCs are about to address each other that is my cue to have the NPC turn to a PC and get them involved.

Example: NPC1 and NPC2 are arguing. NPC1 wants to hire the PCs, NPC2 does not. When NPC1 wishes to make a point he or she asks the PCs a question where the answer supports his case, such as &quot;How long have you been adventuring for?&quot; NPC2 will then ask the PCs a question that strengthens his or her case, such as &quot;You may have years of experience, but how many dragons have you slain? Our city is being attacked by an elder dragon!&quot;

This way the NPCs are not talking to each other, but are arguing through the PCs instead. It also gives the players lots of input into the situation.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6625&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Good topic. My preference is to have the NPCs pull the PCs into the conversation. Whenever it looks like the NPCs are about to address each other that is my cue to have the NPC turn to a PC and get them involved.</p>
<p>Example: NPC1 and NPC2 are arguing. NPC1 wants to hire the PCs, NPC2 does not. When NPC1 wishes to make a point he or she asks the PCs a question where the answer supports his case, such as &#8220;How long have you been adventuring for?&#8221; NPC2 will then ask the PCs a question that strengthens his or her case, such as &#8220;You may have years of experience, but how many dragons have you slain? Our city is being attacked by an elder dragon!&#8221;</p>
<p>This way the NPCs are not talking to each other, but are arguing through the PCs instead. It also gives the players lots of input into the situation.
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		<title>By: Zig</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6624</link>
		<dc:creator>Zig</dc:creator>
		<pubDate>Wed, 15 Jul 2009 16:06:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6624</guid>
		<description>&lt;a href=&#039;#comment-6605&#039; rel=&quot;nofollow&quot;&gt;@Bercilac&lt;/a&gt; - I like the summary idea as well. I tend to have NPC on NPC interaction occur &quot;off camera&quot;. If the PCs try to listen in I&#039;ll give them some bits of what is being said, or just a summary of how the conversation went. If the conversation is within sight of the PCs I will describe the easily readable emotions of each of the NPCs by expressions and body language.

With my players, when I do the NPC on NPC interaction in front of them there is always at least one player who will interject himself/herself into the conversation regardless of whether or not they are invited into the conversation by the NPCs. My players just happen to be that way...and it usually works. Though it can sometimes get interesting if they start interjecting in the conversation of say a King or Queen and their adviser or some other personage of greater status than the PC in question.

I&#039;ve used the different voices or props when switching between NPCs if the conversation must occur in front of the PCs. I had a few NPCs in my Shadowrun campaign with distinctive voices (I&#039;m not voiceover actor)...and the oddest was a mage who did a children&#039;s show where he was dressed as a clown (Binky the Clown if memory serves). I punctuated what he said with a bicycle horn. The players liked it, and it helped make my clown phobia a little better though they still creep me out. =)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6624&#039;,&#039;Zig&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6605' rel="nofollow">@Bercilac</a> &#8211; I like the summary idea as well. I tend to have NPC on NPC interaction occur &#8220;off camera&#8221;. If the PCs try to listen in I&#8217;ll give them some bits of what is being said, or just a summary of how the conversation went. If the conversation is within sight of the PCs I will describe the easily readable emotions of each of the NPCs by expressions and body language.</p>
<p>With my players, when I do the NPC on NPC interaction in front of them there is always at least one player who will interject himself/herself into the conversation regardless of whether or not they are invited into the conversation by the NPCs. My players just happen to be that way&#8230;and it usually works. Though it can sometimes get interesting if they start interjecting in the conversation of say a King or Queen and their adviser or some other personage of greater status than the PC in question.</p>
<p>I&#8217;ve used the different voices or props when switching between NPCs if the conversation must occur in front of the PCs. I had a few NPCs in my Shadowrun campaign with distinctive voices (I&#8217;m not voiceover actor)&#8230;and the oddest was a mage who did a children&#8217;s show where he was dressed as a clown (Binky the Clown if memory serves). I punctuated what he said with a bicycle horn. The players liked it, and it helped make my clown phobia a little better though they still creep me out. =)
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		<title>By: Toldain</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6618</link>
		<dc:creator>Toldain</dc:creator>
		<pubDate>Wed, 15 Jul 2009 14:47:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6618</guid>
		<description>The kind of stories you tell and plots you use can often reduce the times this happens.  If mostly the PC&#039;s are off by themselves, interacting with NPC&#039;s one at a time, this usually doesn&#039;t come up.   Plots that are highly political or social will bring this up more.  Of course, if that&#039;s what your players like, go for it, but you&#039;ll have to work out how to deal with the &quot;talk to yourself&quot; scenario.

Many GMs I know will seed the party with their own character, a PNPC.  I think its best if this character(s) isn&#039;t the one the party shoves up to the front when there&#039;s a difficult negotiation.  Which is why you should beware of having a smooth talking NPC hanging out with the party a lot.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6618&#039;,&#039;Toldain&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The kind of stories you tell and plots you use can often reduce the times this happens.  If mostly the PC&#8217;s are off by themselves, interacting with NPC&#8217;s one at a time, this usually doesn&#8217;t come up.   Plots that are highly political or social will bring this up more.  Of course, if that&#8217;s what your players like, go for it, but you&#8217;ll have to work out how to deal with the &#8220;talk to yourself&#8221; scenario.</p>
<p>Many GMs I know will seed the party with their own character, a PNPC.  I think its best if this character(s) isn&#8217;t the one the party shoves up to the front when there&#8217;s a difficult negotiation.  Which is why you should beware of having a smooth talking NPC hanging out with the party a lot.
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		<title>By: deadlytoque</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6616</link>
		<dc:creator>deadlytoque</dc:creator>
		<pubDate>Wed, 15 Jul 2009 13:44:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6616</guid>
		<description>I rarely have conversations between my NPCs, and when I do, it goes something like this: &quot;The one cop tells his partner to cover you, and then nods his approval to your plan; &#039;let&#039;s go,&#039; he says&quot;.

I guess that&#039;s the &quot;high points&quot; option.

I am also a big fan of letting the players do it. I even let them say things that aren&#039;t part of my initial plan or notes, because it makes the job more challenging (and fun) for me that way, as I scramble to incorporate their &quot;suggestions&quot;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6616&#039;,&#039;deadlytoque&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I rarely have conversations between my NPCs, and when I do, it goes something like this: &#8220;The one cop tells his partner to cover you, and then nods his approval to your plan; &#8216;let&#8217;s go,&#8217; he says&#8221;.</p>
<p>I guess that&#8217;s the &#8220;high points&#8221; option.</p>
<p>I am also a big fan of letting the players do it. I even let them say things that aren&#8217;t part of my initial plan or notes, because it makes the job more challenging (and fun) for me that way, as I scramble to incorporate their &#8220;suggestions&#8221;.
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		<title>By: Clawfoot</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6611</link>
		<dc:creator>Clawfoot</dc:creator>
		<pubDate>Wed, 15 Jul 2009 12:23:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6611</guid>
		<description>I don&#039;t see why GMs can&#039;t have conversations with themselves in the guise of NPCs if they take a few things into consideration:

1) Relevance. It&#039;s easy for some people to get swept up in their own drama. So long as the GM is aware that the NPCs are there to forward the story and not showcase his or her talent/imagination/accent-mimiking abilities, then it should be okay.

2) Brevity. Watching someone have an argument with themselves can be entertaining, but only for a very short while. The GM should keep aware of how much time he or she devotes to NPC dialogue and not overdo it.

3) Audience. The best kind of GMs are those who understand their audience, can read them, and can react to them.  If the GM senses the players are getting bored or not responding well to the scene, he /she can have one of the NPCs suddenly directly address a PC.

I say this because one of my very first GMs had me play three characters -- basically, a human and the angel and demon on her shoulders (it was more complex than that, but the details are moot).  He encouraged me to have them talk to each other, and after a while of getting used to the idea, I eventually got to the point where I would argue with myself for ten or fifteen minutes at a time (it was a one-on-one campaign; I&#039;d never do that in a group).

It is directly because of that experience that I feel much more confident having NPCs talk to each other when I GM.  It takes surprisingly little to distinguish one voice from the next; tone alone will often do it.  No need for accents or silly falsetto voices.

I try hard to keep relevance, brevity and my audience in mind, though. My players seem to enjoy it when I do it (which is rare, but it does happen), so I see no harm in it.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6611&#039;,&#039;Clawfoot&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I don&#8217;t see why GMs can&#8217;t have conversations with themselves in the guise of NPCs if they take a few things into consideration:</p>
<p>1) Relevance. It&#8217;s easy for some people to get swept up in their own drama. So long as the GM is aware that the NPCs are there to forward the story and not showcase his or her talent/imagination/accent-mimiking abilities, then it should be okay.</p>
<p>2) Brevity. Watching someone have an argument with themselves can be entertaining, but only for a very short while. The GM should keep aware of how much time he or she devotes to NPC dialogue and not overdo it.</p>
<p>3) Audience. The best kind of GMs are those who understand their audience, can read them, and can react to them.  If the GM senses the players are getting bored or not responding well to the scene, he /she can have one of the NPCs suddenly directly address a PC.</p>
<p>I say this because one of my very first GMs had me play three characters &#8212; basically, a human and the angel and demon on her shoulders (it was more complex than that, but the details are moot).  He encouraged me to have them talk to each other, and after a while of getting used to the idea, I eventually got to the point where I would argue with myself for ten or fifteen minutes at a time (it was a one-on-one campaign; I&#8217;d never do that in a group).</p>
<p>It is directly because of that experience that I feel much more confident having NPCs talk to each other when I GM.  It takes surprisingly little to distinguish one voice from the next; tone alone will often do it.  No need for accents or silly falsetto voices.</p>
<p>I try hard to keep relevance, brevity and my audience in mind, though. My players seem to enjoy it when I do it (which is rare, but it does happen), so I see no harm in it.
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		<title>By: Noumenon</title>
		<link>http://www.gnomestew.com/gming-advice/when-npcs-speak-amongst-themselves/comment-page-1#comment-6609</link>
		<dc:creator>Noumenon</dc:creator>
		<pubDate>Wed, 15 Jul 2009 10:58:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4422#comment-6609</guid>
		<description>Really good topic selection.  This situation happens, but I&#039;ve never seen an article on it before.  And your solutions are many, varied, and good.  This almost could have been a &lt;I&gt;Dragon&lt;/i&gt; article back in the day.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6609&#039;,&#039;Noumenon&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Really good topic selection.  This situation happens, but I&#8217;ve never seen an article on it before.  And your solutions are many, varied, and good.  This almost could have been a <i>Dragon</i> article back in the day.
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