[RPG] Tips for managing an NPC-heavy area from a roleplaying perspective

dnd-5egm-techniquesroleplaying

I GM for two new-ish players and am new to D&D and GMing as well. My players have just finished the first story arc and, thanks to picking up some clues I dropped in early sessions, are heading for the next big town to stop into an inn and get offered a selection of plot hooks to choose from for the next arc. All's good there, but I'm absolutely quaking in my boots about roleplaying/managing the inn.

As a GM I am stronger on scenery and visceral descriptions, and struggle a bit with coming up with exciting dialog on the fly. I can script things ahead of time, but my players (and I) enjoy a slightly sillier roleplay style and frequently wander off script. I'm worried about my ability to keep track of and accurately roleplay more than one NPC at once. I can't do accents to save my life (not a new problem – I've never had the skill and my attempts to learn have fallen flat) and I really don't want all my characters to have the exact same "voice", or, even worse, to accidentally slip up and give one NPC another's dialog.

I am already planning on generating a list of names and one-liner personalities so if they approach anyone random I have at least a vague something planned, but I'm looking for tips beyond that, especially with stories of personal experience with your methods. I feel like this is system agnostic, but we are playing D&D 5e if that changes your approach any.

TL;DR: What are some (tried and tested) tips for managing an NPC-heavy area like an inn from a roleplaying standpoint?

Also just to clarify because I feel like the comments are getting off-topic; this isn't really a question about managing conversations in-game and whether or not we're doing it "right", but rather how, as a GM, to organize and control NPC interactions with as little stress as possible.

Best Answer

Most background NPCs are defined by the setting

The right answer is going to vary significantly based on the personality of your party. The party I DM is rather incurious, but I play in a super curious party, so I'll try to address both areas.

The vast majority of people in a city are going to be boring (at least from a PC's point of view). Merchants, day laborers, layabouts--all of these people aren't going to be doing anything particularly complex or interesting. They are likely to be indifferent to the PCs, and so won't sustain long conversations.

You can flesh out these background characters by fleshing out your city. If your city is a mercantile port city, for example, you can make sailors and merchants. If that city deals mostly in, say, rare ocean gems, you can include pirates and mercenaries, as well as jewelers. The roleplay of these characters thus comes from the setting, rather than individually defined NPCS, allowing you to mix and match aspects for individuals.

Have a handful of interesting NPCs

I like to come up with maybe 2-4 NPCs that are actually interesting. Perhaps the PCs might meet a pre-necromancer Vecna, or a contact for a magic items dealer. These characters have some particularly significant backstory and are potentially story hooks. The party is unlikely to actually interact with that many NPCs (how many people actually talk to each other on the streets of NYC?), and these interesting NPCs are a kind of reward for exploring.

Define NPCs by motivation and disposition

Like you, I'm terrible at accents and only passable at actually portraying different characters. I try to vary the way my NPCs talk (smart, dumb, etc.), but it's difficult to do on the fly. The way I keep my NPCs distinct is by significantly varying their dispositions and motivations. Maybe one contact they have to meet is super suspicious of the party, and constantly acts paranoid. Maybe another is obsequious toward the party, because he wants to scam them.

Distinguishing NPCs this way is quick and easy. For example, Archie is a poor merchant looking for his next big break, and sucks up to the PCs, whereas Bart is a surly guard who thinks the PCs are up to no good. Such short bios are easy to make up on the fly, and switching between antagonistic NPCs and nice NPCs is an easy way to help the PCs distinguish between them.