Skip to main content

Week 9 Studio: NPC workshop

Cutting every NPC that can't answer "why does this character exist," and giving the ones that remain one playable trait.

19 April 2027

A longer NPC roster isn’t a richer scenario — a roster full of people who don’t do anything for the player is worse than a short one where every name matters. This studio is a cut-and-sharpen pass: for every NPC in your draft, state their purpose in one sentence, and if you can’t, they go.

Before the session

Bring the full NPC list from your draft, including anyone you added “for flavour.”

In the session

For each NPC, write one sentence: what do they let a player do that they couldn’t do without this character? Guides them somewhere, hides or reveals a specific clue, or is a stated obstacle. If the sentence is vague, the NPC probably is too. Survivors then get exactly one vivid, playable trait — not a paragraph of backstory a player will never see.

Two more cuts, aimed specifically at scenes with more than one NPC present: check that no scene relies on two NPCs talking to each other while players watch — if the only way to deliver a piece of information is through NPC-NPC dialogue, players stop being the protagonists of the scene, and the fix is almost always to give that information to a PC directly instead. And check dialogue against era and role: a 1920s professor and a dockworker shouldn’t sound interchangeable, and neither should say something their background gives them no way to know.

Afterwards

Fold the cut list back into your Investigation Architecture submission, due this week, alongside your truth, antagonist timeline, locations, clue web and investigation paths.

The spec

What you bring to the session. Written so a reader can tell whether it has been met without asking you.

Teaching team