A non-player character (sometimes non-playable character or non-player class) or NPC is a character in a role-playing game or computer game whose actions are not controlled by the player.
NPCs vary greatly in importance—from the NPC innkeeper seen once by the player characters, to the NPC arch-nemesis that comes back time and again for an entire campaign. While every inhabitant of the game's world except the PCs are NPCs, very few are given any detail by the gamemaster (GM). In fact, most of the minor ones are invented on the spot as needed—doing this well is in fact one of the hallmarks of a good GM. There is some debate about how much work a gamemaster should put into an important NPC's statistics; some players prefer to have every NPC completely defined with stats, skills, and gear, while others define only what is immediately necessary and fill in the rest as the game proceeds. There is also some discussion as to just how important fully fleshed-out NPCs are in any given RPG, but it is general consensus that the more "real" an NPC feels, the more fun players will have interacting with him or her in character. Gamemasters should remember that just as a player character has hopes, dreams, and goals, so does every NPC, and ignoring such elements tends to lead to 'cardboard-cutout' personalities that are boring and/or over-simplified.
In the Champions game (and related games using the Hero System), a character may have a DNPC, or "dependent non-player character". This is a character controlled by the GM, but for which the player character is responsible in some way, and who may be put in harm's way by the PC's choices. Spider-Man's Aunt May would be a good example of a DNPC, if Spider-Man were a Champions character.
The term non-player character is also used in computer role-playing games to describe entities not under the direct control of players. Nearly always the connotation is that an NPC is allied with, or at least neutral toward, the player, rather than being an enemy.
NPC behavior in computer games is usually scripted and automatic, triggered by certain actions or diologue with the player character(s). In certain multi-player games (Neverwinter Nights, for example), a player that acts as the GM can "possess" the player characters, making them react like a NPC in a pen-and-paper game.
The level of dialogue by NPCs depends on the game. In many the majority of NPCs have only a few bits of dialogue, only acting as "signposts"—as was the case for most very early computer RPGs, though many of the console RPGs even as of 2006 still follow the suit.
In many modern computer RPGs, dialogues with NPCs are usually very complex. (For example, in Ultima series of games, parts I–III followed the first pattern, but ever since part IV, the games had branching dialogue trees for each NPC.)
Role-playing game terms | Computer and video game gameplay
NPC | Nicht-Spieler-Charakter | Personnage non-joueur | Personaggio non giocante | NPC (RPG) | ノンプレイヤーキャラクター | Bohater niezależny | Non-player character | NPC | Spelledarperson | 非玩家角色
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"Non-player character".
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