Looking for tips on NPC creation

By Bobei, in Star Wars: Edge of the Empire RPG

Hello! Coming from 5th Edition D&D, I've got a pretty good idea on how to throw together a quick monster or recurring villain that can do more than just make basic claw/sword attacks. Usually I'll just give them some spell-like abilities that can now be used to give that encounter a hook and some personality to the monster/npc.

For FFG Star Wars, I've got a good grasp on what is the right amount of damage to throw at the party, but struggling to find maybe the right Talents to give some bad guys. I really like the Inquisitor flow-chart style for making them have their unique flavor.

Are there any general tips to giving my bad guys some uniqueness? I try to avoid specialty equipment, because then it becomes a game of "let's kill this guy and get his jetpack/modded rifle/personal speederbike".

Thanks in advance!

First thing I'd suggest is pick up the Adversary Decks. This gives you templates for a wide range of NPCs. I've found I can easily re-skin them with narrative flair rather than worrying about giving each one a special unique ability...the game doesn't really lend itself to that level of micro-management like D&D does. There are only a few basic elements to work with, you don't have to worry about things like special damage types, vulnerabilities, and immunities. Many of the other special abilities/tactical bonuses an NPC might have can usually be replicated using the narrative dice.

So except for the Inquisitor I've thrown at the party, I haven't really felt the need to spend much time on NPCs, I just use the Adversary Decks. It's quite liberating.

40 minutes ago, whafrog said:

First thing I'd suggest is pick up the Adversary Decks. This gives you templates for a wide range of NPCs. I've found I can easily re-skin them with narrative flair rather than worrying about giving each one a special unique ability...the game doesn't really lend itself to that level of micro-management like D&D does. There are only a few basic elements to work with, you don't have to worry about things like special damage types, vulnerabilities, and immunities. Many of the other special abilities/tactical bonuses an NPC might have can usually be replicated using the narrative dice.

So except for the Inquisitor I've thrown at the party, I haven't really felt the need to spend much time on NPCs, I just use the Adversary Decks. It's quite liberating.

Yeah, I've picked up I think the first 3 decks that came out. They are definitely useful. I just worry sometimes that combat becomes limited to shootouts with the occasional melee exchange. I guess that would be moreso on the environment design, than the NPCs.

For Nemesis though, do you find the adversary decks have some good templates for those, or are they just simply harder to kill minions/rivals?

2 hours ago, whafrog said:

First thing I'd suggest is pick up the Adversary Decks. This gives you templates for a wide range of NPCs. I've found I can easily re-skin them with narrative flair rather than worrying about giving each one a special unique ability...the game doesn't really lend itself to that level of micro-management like D&D does. There are only a few basic elements to work with, you don't have to worry about things like special damage types, vulnerabilities, and immunities. Many of the other special abilities/tactical bonuses an NPC might have can usually be replicated using the narrative dice.

So except for the Inquisitor I've thrown at the party, I haven't really felt the need to spend much time on NPCs, I just use the Adversary Decks. It's quite liberating.

Do the Adversary Decks include any NPCs who aren't in the core rulebooks? I haven't picked them up, as I've been assuming they just repeat the same stats I already have in card form, but I'd be happy to be wrong!

22 hours ago, Bobei said:

For FFG Star Wars, I've got a good grasp on what is the right amount of damage to throw at the party, but struggling to find maybe the right Talents to give some bad guys.

Are there any general tips to giving my bad guys some uniqueness? I try to avoid specialty equipment, because then it becomes a game of "let's kill this guy and get his jetpack/modded rifle/personal speederbike"

I would just give them any talent you think makes them unique and disregard having to go down some flowchart/ Don't feel the need to justify why they have the power. NPC's play by different rules. If you want Darth Vader to have Nobody's Fool because he's tough to fool, then give it to him. Don't feel like he needs to have this or that career to get it. If you have an NPC card of an Imperial Officer, but want to give him some special talents, then do so.

I also find it is good to find a solid picture of an adversary to generate uniqueness. Often I start with a unique pic, then decide how to work it in.

On June 26, 2017 at 8:42 PM, SavageBob said:

Do the Adversary Decks include any NPCs who aren't in the core rulebooks? I haven't picked them up, as I've been assuming they just repeat the same stats I already have in card form, but I'd be happy to be wrong!

I haven't checked, I just find they are handier than looking through all the core books.

On June 26, 2017 at 6:55 PM, Bobei said:

Yeah, I've picked up I think the first 3 decks that came out. They are definitely useful. I just worry sometimes that combat becomes limited to shootouts with the occasional melee exchange. I guess that would be moreso on the environment design, than the NPCs.

For Nemesis though, do you find the adversary decks have some good templates for those, or are they just simply harder to kill minions/rivals?

Combat is definitely more about environmental design in this game. Every combat should be about something, and it's a good idea if that something involves more than just combat skills, whether it's fixing a speeder to make a getaway or slicing a terminal to download Death Star plans before Vader arrives. D&D is mostly about killing stuff and taking their loot, and most of the other skills are an afterthought, with only occasional dramatic value. This game does a great job of allowing any skill to be used with dramatic purpose. I had a string of three sessions in a row without so much as a punch thrown, and it was still tense and the stakes were high. Don't be afraid to mix things up, including injecting other skills into combat moments.

I can't recommend highly enough to find and listen to the Skill Monkey podcasts. Each one is about 10 minutes long, and well worth the time.

Give a listen to order66 podcast episode NPC deli. This goes into a lot of the thinking for creating custom adversaries.

10 hours ago, Daeglan said:

Give a listen to order66 podcast episode NPC deli. This goes into a lot of the thinking for creating custom adversaries.

Agreed, they give some really good specific advice on building different styles of NPC for each type (minion, rival, nemesis).. glass-cannons, tarballs, etc.