One aspect of DM'img that in finding quite difficult to pin down is how best to impart enough plot direction to the PCs to keep them pointed roughly in the right direction without my NPCs becoming a bit ridiculous. For example, looking at the Lost Mine of Phandelver encounters; there are plenty of good ideas out there as to how to make some of them more interesting. Typically NPC A is secretly planning X, while NPC B knows Y and NPC C used to be in a gang with Z etc etc.
Often there are great twists and plots in the offing, but it's hard to know how best to impart the pertinent info if the party are not hitting the right clues. Why would NPC A volunteer the information that they were secretly planning A for example? Obviously every plot and hook and RP opportunity is different but short of the party strolling up to the NPC and asking "so, what will you tell us about your secret motivations, quests and hidden plot hooks?" it's not rare for the party to leave a conversation without the important info.
TL:DR Any tips on how to ensure that my NPCs stay realistic while furnishing players with the important info?
Something to keep in mind, If there is important information that the party needs, have multiple ways for them to get it, don't let it all rest with one NPC that the party may or may not interact with.
For example, let's say an NPC at tavern is secretly a bandit leader. The NPC is there just checking the party out. He may not volunteer any information, and the party may never think to interact with the NPC. If they don't, then on the way out of town they can come across someone who barely survived a bandit attack and can ID the leader. Basically leave yourself openings in case the party misses a clue or doesn't interact with who you think they are.
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"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
Use Int rolls to gleam hints. And while NPC A may not volunteer info about himself realistically, NPC B may be more than happy to gossip about As past.
Passive skills can help a lot as well, especially if you don't want to rely on asking for random rolls. Let the player with the high Passive Perception notice something odd, or the Passive Insight catch the shady looks. It makes those players feel like their characters are powerful and gives you an easy way to drop hints and clues when you need.
One aspect of DM'img that in finding quite difficult to pin down is how best to impart enough plot direction to the PCs to keep them pointed roughly in the right direction without my NPCs becoming a bit ridiculous. For example, looking at the Lost Mine of Phandelver encounters; there are plenty of good ideas out there as to how to make some of them more interesting. Typically NPC A is secretly planning X, while NPC B knows Y and NPC C used to be in a gang with Z etc etc.
Often there are great twists and plots in the offing, but it's hard to know how best to impart the pertinent info if the party are not hitting the right clues. Why would NPC A volunteer the information that they were secretly planning A for example? Obviously every plot and hook and RP opportunity is different but short of the party strolling up to the NPC and asking "so, what will you tell us about your secret motivations, quests and hidden plot hooks?" it's not rare for the party to leave a conversation without the important info.
TL:DR Any tips on how to ensure that my NPCs stay realistic while furnishing players with the important info?
Intelligence (History) checks are a good way to learn, for example, the gang affiliation.
For secret plots, perhaps they overhear the NPC talking to another somewhere about it? In a bar / late at night / elsewhere.
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Something to keep in mind, If there is important information that the party needs, have multiple ways for them to get it, don't let it all rest with one NPC that the party may or may not interact with.
For example, let's say an NPC at tavern is secretly a bandit leader. The NPC is there just checking the party out. He may not volunteer any information, and the party may never think to interact with the NPC. If they don't, then on the way out of town they can come across someone who barely survived a bandit attack and can ID the leader. Basically leave yourself openings in case the party misses a clue or doesn't interact with who you think they are.
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
Use Int rolls to gleam hints. And while NPC A may not volunteer info about himself realistically, NPC B may be more than happy to gossip about As past.
Passive skills can help a lot as well, especially if you don't want to rely on asking for random rolls. Let the player with the high Passive Perception notice something odd, or the Passive Insight catch the shady looks. It makes those players feel like their characters are powerful and gives you an easy way to drop hints and clues when you need.
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