I’m what is commonly called an old-school gamer, which means (in addition to having chronic age-related back pain) that I love me some random tables. On an older blog, I wrote about how working on the random dungeon tables in the 5e Dungeon Master’s Guide was a highlight of my freelance editorial career with Wizards of the Coast. So I was naturally a bit dismayed when the 2024 DMG dropped most of its voluminous array of tables, many adapted straight from first edition AD&D. And from that disappointment (along with my need to work on this sort of thing for the Campaign Guide for the CORE20 RPG), I’ve decided it’s the start of random table season on the blog.
Random tables are one of a GM’s best friends. Tables can help organize complex content in a way that makes it easy to parse. They can help you see the process of building creatures, adventures, campaigns, and even whole worlds as a series of small steps, working table by table so as to not become overwhelmed. More importantly, though, random tables aren’t just about helping you generate ideas in the moment — quick details for your game or campaign that might interrupt your creative flow if you have to stop and think about them. Random tables are also meant to inspire your own ideas through the process of rolling a fixed result, then saying, “Now how can I play around with that a little bit?”
Most people find it difficult to create brand-new ideas on demand, especially while under the time pressure that every GM feels when running a game. But taking someone else’s idea and tweaking it just a little is pretty easy. So anytime you need to catalyze your imagination in the moment, rolling on a random table is a great way to do it.
Up first: A set of tables I use in my weekly games for generating NPCs.
Lineage
Whether your fantasy game of choice calls it lineage, ancestry, species, or some less-thoughtful term, the community of folk from which an NPC hails is often the first thing the player characters will focus on in as a means of identifying and remembering that NPC. Lineage is thus a good thing to have fun with, rather than defaulting to whichever lineages feel like the most obvious choices in your campaign.
The tables below work with a baseline setup of a fantasy world that feels like a true cultural mosaic. In a world where folk of all kinds are travelers and explorers, those folk often end up far from their homelands, happy to be there, and ready to play a walk-on part in your adventures. Even if you’re running games in a realm where one or more of the “traditional” fantasy lineages are in the clear majority, that’s no reason why your NPCs can’t be unusual. Unusual means memorable, after all, and making an NPC memorable is an important first step to bringing them to life.
Breaking lineages down as common or uncommon obviously depends on the overall scope of your campaign world and the specific details of the lands in which your adventures are set. So adjust numbers and swap lineages around to your heart’s content. Likewise, add lineages from your campaign that aren’t covered here, and reroll any results that don’t work for your game. As an example, aasimar, dragonborn, and tieflings aren’t a thing in my own CORE20 campaigns, so I would swap in the essaruk (a new lineage in CORE20) for the dragonborn and ignore the other two.
As far as I’m aware, no fantasy game system has playable stat blocks for all the lycanthropes on this table — and that’s the point. Unusual folk should be everywhere in the world, and the quests of the heroes should bring them into contact with NPC lycanthropes like wereswans. If you ever need the party to actually fight a wereswan, reskinning is your friend. Just use a werewolf stat block, add a flying speed, replace a claws attack with a wing smash that deals bludgeoning damage, and you’re good to go.
Personality, Appearance, and Quirks
Roleplaying NPCs is never easy, and it’s a rare GM who doesn’t struggle at least some of the time when playing a dozen different extras in the dramatic presentation a game becomes when characters start talking. In real life, people are a complex mix of hundreds of different goals, needs, traits, mannerisms, and more, and anyone who’s written fiction knows how difficult it can be to fully bring a character to life. Thankfully, NPCs can work just fine with only three touchstone characteristics — a broad sense of personality, a loose nod toward appearance, and a quirk you can use to anchor your roleplaying and help fix an NPC in the players’ minds.
Clearly, any tables as short as these are going to be limited in scope. If every NPC in your campaign has one of the same twenty quirks as all other NPCs, it’s definitely going to feel weird. So even rolling on the fly, if you get a result that you’ve used before and recently, use that personality, appearance, or quirk as a starting point and see where your imagination goes. Rather than being enthusiastic to the point of annoyance, your new NPC might be reluctant, or afraid, or constantly negging the characters instead.
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