There have been times as a player where after a session, or campaign the DM informed me that I or other party members failed to ask a particular NPC questions that would've helped us immensely. I understand that this could be DM or NPC or campaign specific, but I'm curious what are the top 3-5 questions you feel every NPC should be asked?
For example: Who else in town might have more information? Is there any other information we should know? Etc.
What's your name? Our DM has reminded us, and himself on many occassions, that we don't know the NPC we're speaking to. They could be someone of note, and they could just be a random passerby. But it's nice to make introductions and can make conversation a lot more friendly.
Any news? A good way to get the latest information, even if it's not necessarily true it's good to know what people in the circles you travel in think.
Anything we need to know? Similar to 'any news,' this is more for first timers coming to town, especially if they've had previous experience with less-than-warm welcome. Again, it's a good way of letting the players know who's who and what's what. Variations of this are 'Who's a good friend to have in this place,' or 'if I wanted to do [x], how would I go about that?'
What're the doughnuts like here? Only heisters need ask that.
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Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
As a DM I try to massage information to my party through a lot of different means. Sure, there's a time and place to have the PC's "fail" to ask the right questions, but I find that that usually results in a lot of awkward sitting around and "what now?"ing. The DM should be helping to make the story interesting and fun, not withholding information until you read off your required questionnaire to every NPC.
I also find that for the situations that require specific questions to be asked of specific NPCs, there won't be a catch-all general question to answer it. "Why do you think the clerics are all disappearing each night, constable?" isn't a question that can be applied to many settings, but it could potentially be the ONLY question that needs to be asked given the context of a story.
Tldr; dnd campaigns shouldn't make it necessary for you to keep track of a generic list of questions to ask NPCs. If they do, in my opinion, that's the DM's fault for not getting creative enough with their information dissemination. That's at least my reading, but feel free to ignore it if I'm totally off-mark.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
What's your name? Our DM has reminded us, and himself on many occassions, that we don't know the NPC we're speaking to. They could be someone of note, and they could just be a random passerby. But it's nice to make introductions and can make conversation a lot more friendly.
This reminds me of the tale I heard of a group of players back in the days of old D&D playing Keep on the Borderlands. They quickly figured out that named NPCs were "important" and generally had treasure. So they would ask an NPC their name, and if the DM read out the name, the players would ambush and rob the NPC... but if the DM had to think of a name, they knew the person wasn't worth robbing.
What's your name? Our DM has reminded us, and himself on many occassions, that we don't know the NPC we're speaking to. They could be someone of note, and they could just be a random passerby. But it's nice to make introductions and can make conversation a lot more friendly.
This reminds me of the tale I heard of a group of players back in the days of old D&D playing Keep on the Borderlands. They quickly figured out that named NPCs were "important" and generally had treasure. So they would ask an NPC their name, and if the DM read out the name, the players would ambush and rob the NPC... but if the DM had to think of a name, they knew the person wasn't worth robbing.
DMs should keep a list of random names somewhere handy, so that they can instantly name any possible NPC that the party meet.
sometimes the DM needs to be better at answering the PC questions. I was in a session not to long ago and some of us finally came to the conclusion that it is a waste of time.
We must have asked 13.2 NPC's various specific questions regarding our quest (from a module) and the most significant answer we have gotten is "why would you want to do that"
Your DM should have had better answers for you. PC's often ask some odd questions that might throw the DM for a loop. At that point he should step out of character and Dming and ask 'what'?. Because at that point something between the DM and players might be off, some confusion someplace.
A module should be placed by the DM into a larger world or at least a larger map. PC's tend to wonder off the map frequently. That way he can answer a lot of the more common questions that come up. Such as "Where does that road go to?" "How long have we lived here?" "Where is the local smithy?"
And players do need a 'why' to a mission. Unless they agree its a one off with no background beginning or after mission campaign.
As I recall, we had been asking NPCs about a hideout where we expected to find baddies and complete our mission. After asking 3 or 4 NPC's we came to an NPC (a farmers son or something) where we didn't ask that particular question, and the DM informed us after the session that the farmers son was the only person in the module who knew of a secret tunnel to the hide out.
I don't remember the exact questions we had been asking, nor I do remember now what the DM had told us was the question we needed to ask, but I've come across this scenario a few times.
I was just curious and looking to start a discussion around good questions to ask NPC's, especially questions that newer players (myself included) might not think to ask.
At that point an interrogation/investigation check should have been made on the whole group of NPC's. DM should have known this. Your interrogator/investigator could have figured more out by linking each NPC's answers together possibly finding out things no one knew or even thought of. Like the tunnel.
Just remember that their counter investigation/interrogation check could give you false information if they win.
As I recall, we had been asking NPCs about a hideout where we expected to find baddies and complete our mission. After asking 3 or 4 NPC's we came to an NPC (a farmers son or something) where we didn't ask that particular question, and the DM informed us after the session that the farmers son was the only person in the module who knew of a secret tunnel to the hide out.
I don't remember the exact questions we had been asking, nor I do remember now what the DM had told us was the question we needed to ask, but I've come across this scenario a few times.
I was just curious and looking to start a discussion around good questions to ask NPC's, especially questions that newer players (myself included) might not think to ask.
It is bad scenario design to have only a single hook which the PCs must find in order to progress.
There should always be at least two different avenues to allow the game to proceed.
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There have been times as a player where after a session, or campaign the DM informed me that I or other party members failed to ask a particular NPC questions that would've helped us immensely. I understand that this could be DM or NPC or campaign specific, but I'm curious what are the top 3-5 questions you feel every NPC should be asked?
For example: Who else in town might have more information? Is there any other information we should know? Etc.
What are the latest rumours in town?
Have you got a job for us?
Give us all your money or we'll break your legs, please?
Where is the nearest tavern?
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
As a DM I try to massage information to my party through a lot of different means. Sure, there's a time and place to have the PC's "fail" to ask the right questions, but I find that that usually results in a lot of awkward sitting around and "what now?"ing. The DM should be helping to make the story interesting and fun, not withholding information until you read off your required questionnaire to every NPC.
I also find that for the situations that require specific questions to be asked of specific NPCs, there won't be a catch-all general question to answer it. "Why do you think the clerics are all disappearing each night, constable?" isn't a question that can be applied to many settings, but it could potentially be the ONLY question that needs to be asked given the context of a story.
Tldr; dnd campaigns shouldn't make it necessary for you to keep track of a generic list of questions to ask NPCs. If they do, in my opinion, that's the DM's fault for not getting creative enough with their information dissemination. That's at least my reading, but feel free to ignore it if I'm totally off-mark.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
This reminds me of the tale I heard of a group of players back in the days of old D&D playing Keep on the Borderlands. They quickly figured out that named NPCs were "important" and generally had treasure. So they would ask an NPC their name, and if the DM read out the name, the players would ambush and rob the NPC... but if the DM had to think of a name, they knew the person wasn't worth robbing.
What are your preferred burial rights?
DMs should keep a list of random names somewhere handy, so that they can instantly name any possible NPC that the party meet.
there are multiple facets here.
sometimes the DM needs to be better at answering the PC questions. I was in a session not to long ago and some of us finally came to the conclusion that it is a waste of time.
We must have asked 13.2 NPC's various specific questions regarding our quest (from a module) and the most significant answer we have gotten is "why would you want to do that"
13.2 NPC;s?
I will guess you meant 132.
Your DM should have had better answers for you. PC's often ask some odd questions that might throw the DM for a loop. At that point he should step out of character and Dming and ask 'what'?. Because at that point something between the DM and players might be off, some confusion someplace.
A module should be placed by the DM into a larger world or at least a larger map. PC's tend to wonder off the map frequently. That way he can answer a lot of the more common questions that come up. Such as "Where does that road go to?" "How long have we lived here?" "Where is the local smithy?"
And players do need a 'why' to a mission. Unless they agree its a one off with no background beginning or after mission campaign.
As I recall, we had been asking NPCs about a hideout where we expected to find baddies and complete our mission. After asking 3 or 4 NPC's we came to an NPC (a farmers son or something) where we didn't ask that particular question, and the DM informed us after the session that the farmers son was the only person in the module who knew of a secret tunnel to the hide out.
I don't remember the exact questions we had been asking, nor I do remember now what the DM had told us was the question we needed to ask, but I've come across this scenario a few times.
I was just curious and looking to start a discussion around good questions to ask NPC's, especially questions that newer players (myself included) might not think to ask.
At that point an interrogation/investigation check should have been made on the whole group of NPC's. DM should have known this.
Your interrogator/investigator could have figured more out by linking each NPC's answers together possibly finding out things no one knew or even thought of. Like the tunnel.
Just remember that their counter investigation/interrogation check could give you false information if they win.
It is bad scenario design to have only a single hook which the PCs must find in order to progress.
There should always be at least two different avenues to allow the game to proceed.