100 NPC Names Your Players Will Remember (Probably) – Part One: Car Names

One issue I’ve noticed both as a player and DM is that names of non-player characters get lost in the mix, sometimes because they are too banal or otherwise forgettable. If you as a DM want your players to remember that important NPC’s name, I’m here to help you pick one!

You probably won’t recognize some of these names as cars, but I assure you, I’ve done my research, all the way back to 1889. This is one part of a larger series. Note: if you run a serious campaign where jokes are frowned upon, this list is not for you!

Acura – maybe put the emphasis on the second syllable
Ajax – also a figure in Greek mythology
Alfa Romeo
Altima
Argo – also the ship from Jason and the Argonauts!
Astra -literally means a star
Audi
Austin
Bendix
Bentley
Bolt
Borgward – possibly an orc name?
Buckeye – also a tree!
Bugatti – some people told me to not include this one but it just sounds too great.
Camaro
Carhartt
Cayenne – also a spice!
Citroen
Cricket
Cutlass
Cyklon
Daihatsu
Dingfelder
Dudly Bug
Durango
Edge – probably a rogue or some guy who thinks he’s cool.
Elantra
Elgin – sounds like a scholar to me
Envista
Ferrari
Fiat
Ford
Forester
Grout
Gurgel
Gurley
Gutbrod – another orc name? Or a dwarf?
Harley
Heinkel
Huracan
Impreza
Jetta
Kermath
Kia
Kukushka
LeRoy (accent on the second syllable, HATES being called LEE-roy)
Levante
Lexus
Lincoln
Lockheed
Lux
Malibu
Maserati
Maverick
Maxima
Mercedes
Metris
Murano
Nautilus
Niro
Omikron
Otto
Packard
Passat
Peugeot
Pieper – pronounced ‘peeper’ if you like
Piggins – a plump halfling?
Porsche
Portofino
Primus Priamus Prius
Protos
Renault
Rickenbacker
Riker
Roma
Rover
Royce
Saab
Savana
Scion
Sienna / Sierra
Sirocco – also a Mediterranean wind!
Solidor
Solterra (literally ‘sun earth’)
Sonata
Sorento
Spark
Spaulding
Sprinter
Stinger
Studebaker
Talbot
Telluride
Tiguan
Trax
Urus
Wartburg
Wendax
Wingle
Yugo
Zender

YOU MAY ALSO ENJOY… 500 Post-Apocalyptic Place Names

https://www.drivethrurpg.com/product/370354/500-PostApocalyptic-Place-Names

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All my DM Tips are tagged on my blog, just click on DM Tips

All the Resources in One Place: How to Be A Better DM (5 Principles):

  1. Communicate often with your players. Do this both as a group and one-on-one. Converse with them, not to them. Tell them what your expectations are of your players and ask what they expect out of their DM. If you see conflicts, address them. Understand that what works for some of your players may not work for others, and you may have to make some hard choices to play the game you want to play. But above all – communicate.

    TOREN’S TIP: You are the game referee, but you are not your player’s conflict mediator outside of the game. Set healthy boundaries. Seth Skorkowsky has an excellent video on his channel about this.

2. People these days talk a lot about ‘Session Zero’ – this is basically a subset of point 1. It could be in person or it could be virtual, or even just an email. It’s a communication of what the tone, gaming style, rules restrictions, setting, and everything else about your game will be, including what you will allow and what you won’t allow. This happens before the first adventuring session and it’s a great time to find out what your players are comfortable with (remembering that many of your friends have deep traumas that you might now know about including sexual assault, death of close relatives at young age, etc.).

Is alcohol allowed at the table? How about cell phones? Will characters level up via XP or milestones? What’s the balance between crunchy combat and roleplay-heavy social encounters?

TOREN’S TIP: Ask each character to have a connection or bond to any 1 or 2 other player characters (the fighter and I escaped the slave mines together; I follow the cleric’s god and look to her for advice; the druid is my adopted sister!)

There are lots of articles and youtube videos about what you should cover in a session zero. Here is a good one:

https://slyflourish.com/running_session_zeros.html

3. Watch your Group Size.
It’s legendarily difficult to find a good, stable gaming group (congrats if you have one) and there are different philosophies as to the perfect size. You can absolutely have a game with 1 player and 1 DM. Typically the magic number is 4 players and 1 DM. With smaller groups, you risk having to cancel the entire session if 1 or 2 players has to cancel, whereas if you have a larger group of 5 or more, the danger becomes when everyone shows up and you get very little done in the session because there is more time used up between players’ turns. It really depends the reliability of your players so all I can say is good luck!

4a. Set reasonable standards for yourself. Everyone wants to be the greatest DM/GM in the world, and many feel like podcasters and youtuber like Matt Mercer are the gold standard to aspire to. Keep in mind these are professional actors and what you are watching are performances for a medium, rather than a casual gaming group of friends. Look to them for inspiration and ideas, but remember you will never be Matt Mercer, and you shouldn’t. Just be a good you.

4b. Don’t burn yourself out! I find preparing for my RPG sessions very therapeutic, but manage your expectations. The players will inevitably thwart or avoid many of your lovingly crafted encounters, so just try to roll with it (pun). Also, find a balance for how often you play. Most people try to have a weekly game, but if that seems to be too much for you, adjust the schedule. See if anyone in your group is interested in running a separate game (even a different system) and you can alternate weeks as a GM and a player. Also, consider the idea of a co-DM, if you have a friend that you have a good relationship to work with, having two DMs can ‘share the load’ as Samwise Gamgee once said.

5. Is Everyone Having Fun? If they are, then you are doing it right! This might be the most important tip, perhaps tied with #1. And if you are not having fun. Ask yourself why and what you might want to change.

MORE RESOURCES:

https://theangrygm.com/tag/gming-basically/

Toren's Dull & Obvious Tips on Naming Characters for Roleplaying Games (Fantasy or Otherwise)

In my many aeons of running and playing roleplaying games like D&D, Call of Cthulhu, Spaceship Zero and Ruin Nation, I’ve witnessed and experienced firsthand the trauma and heartbreak of coming up with a name for a character. As a GM and a player, it’s important for me to choose names that are (1) memorable, (2) easy to say, and (3) add to the enjoyment of the game. Having the name evoke a feeling or idea that supports what the character is or does is an added bonus.

Things to avoid

Antirule #1: Overly long, or complicated names (it’s okay to have a long full name for the character’s last will and a concise first name or nickname that the other players will use);

Antirule #2: Names that nobody but you are going to remember. Tolkein was infamous for this (Amandil, Adanel, Alatariel, Arvegil, and Anfauglir you say? Got it);

Antirule #3: Racism! Just don’t do it.

Antirule #4: Names that other players are going to twist in a way that infuriates you (unless you’re okay with that);

Antirule #5: Random name generators. These are SO DULL. Although, they could be a good starting point if you have absolutely no idea. In which case, just keep reading;

Remember, there are always exceptions. Sometimes you want a character’s name to rhyme with penis, because that character is a dick.

Put a twist on it!

One starting point is to take an average or well known name and put a twist on it to make it unique. This could be a mundane Western name and zazzing it up (Sarah becomes Sarahi, Christopher becomes Christopheles, Jack becomes Grimjack or Jackalak) or taking a famous character from fiction or mythology and tweaking it (Prometheus becomes Brometheus, Prothemeus or even Antimetheus – although this last one is breaking antirule #1). This can have the advantage of being easy-to-remember for other players (most people are familiar with Red Sonja, so they shouldn’t forget Gold Sonja’s name, especially if your gaming miniature is wearing gold armour).

“On the nose”
Name your character after her physical attributes (Scar; One-Eye; Slouchy, Meatface) or skills (Cookie, Bowyer, Cardsharper, Windjammer).

Translations

This is like the above, using a descriptor as a character name, but to make it a little more exotic you might plug the adjective into a translator and see what comes up. For example, if you want to have a fire wizard, plugging ‘fire’ into google translate comes up with fuego, incendio, zjarr (Albanian), fajro, masunog (Filipino) and Brandstelle (German).

Alliteration Adds Amemorability

Think about it: Peter Parker. Bilbo Baggins. Doctor Doom. J Jonah Jameson. ‘Nuff said!

Add an Epithet

Fortran the Black; Hogmeal Wundersniff the Elder; Richard the Duckhearted; Kilwich the Sunderer; Bob the Great. Udon Haddock the Third.

Here are some more jumping off points…

Place names.

Think Indiana Jones, Hanna Montana and Carmen Sandiego, but better. Load google maps, pick a spot on the planet, zoom in and look at some of the place names. I just zoomed into northern Pakistan and in less than 3 minutes found Mingora, Battagram and Sukai Sar, all of which I’m now going to use, so hands off!

Food, spices and drugs

Think about your favourite (or most hated) foodstuffs. It’s especially fun to name siblings or groups of characters after specific related consumables. For example, you could have in your favourite tavern three halfling serving wenches named Fennel, Anise and Caraway – these are all ingredients in a popular tea blend. A court of nobles could all be named after fancy cheeses (Lord Camembert; Earl Roquefort; Tyrolean Grey; Cherise Chevre; Casu Marzu; Sir Hedwig Havarti) or a trio of hirelings could be dishes you’d find in an Indian restaurant (Palak Paneer, Malai Kofta, Aloo Ghobi).

Gems & Precious Metals.

Amber, Sapphire, Ruby, and Jade are always popular, but there are many other less well known gemstones and minerals such as Alabaster, Beryl, Bismuth, Borax (sounds like a dwarf to me), Cadmium, Celestine, Corundum, Coltan…and I’ve only gone through A-C.

Plants & Animals (and parts thereof)

Got a druid, shaman or ranger? How about Talon, Fangfoot or Greywing to start with? Mammals and birds are a common go-to (Flynn Falconhelm, Nighthawk Emberblade, Tyr Bloodfox, Ursa Windsinger – notice how I dipped into the Latin name for bear) but let us not forget fish, reptiles, and our invertebrate friends! Marlin Smelt, Octus Snakeblade, Coral Greentooth, Snails McPhee, Dargh Brittlestar, and Tarantalus Rex come to mind. For a more feminine angle, flowers and plants work great: Greta Greenleaf, Forsythia Hollyhock, Ivy Monkshood, Lily Snapdragon, Belladonna Nightshade, Fern Azalea are all easy pulls.

Colours

I wouldn’t even mention this, except for the following: Fuchsia, Azure, Cerulean, Sienna, Taupe, Teal, Mauve, Carmine, Celadon, Cerise, Chartreuse, Vermillion, Cinnabar, Magenta, Drab, Ecru, Glaucous, Tawny, Fulvous and of course Aurometalsaurus. See also epithets above.

Thanks to Jay H, Andrew B, and all the other nerds on Facebook for your help!

How to DM – The Long (Old) Post

Being a Dungeon Master takes a lot of skills. First off, everyone expects you to know the rules. If you’re lucky (and I often am), one of the players I DM will know a specific rule, so I don’t have to spend 5 minutes looking up the “trip” rules, for example. Keeping all the players waiting while you look up rules is a no-no. The rules in D&D are pretty intimidating if you’re not Adrian or Jon. These are smart, smart guys who can read something once and absorb it for all time. I, for starters, don’t take the time to read through the rulebook (historically, I’ve spent more time creating my own rules than poring through someone else’s) so that’s a point against me right there. If I arbitrarily decide that a rule works this way or that way on the spot, is that going to skew the balance of an encounter?

More importantly is being consistent with the rules. If, for example, I decide on impulse that a certain spell or game mechanic works a specific way (whether or not it’s in line with the actual rules), the players will expect it to work the same way next time. If it doesn’t, the suspension of disbelief is in danger of being compromised.

As a DM – you have to give everyone their fair share of showtime. It’s kind of like being the director of a play. If you give too much time to one character/player, the other players may not have as much fun. It’s really easy to favour (give more attention to) one player over another, if one player is boisterous and forthcoming while the other is shy and quiet. Especially in my situation now, where I am DMing a group that is not as experienced as I usually game with, this can be a challenge. I don’t want anyone to lose interest because they’re not getting the coaching that they need to understand the ins and outs of just what is going on, what is possible and what is not possible, rules-wise or situationally. D&D combat can essentially be a strategy game, and the more you know the rules the better your strategy can be. When the opportunities arise, I introduce the special moves like flanking, grappling and bullrushing, one at a time, to the group.

Control of the table is another issue. Whenever you game with a group of people who get along really well – which thankfully is 95% of the time with me – it’s easy for people just to crack jokes and basically socialize at the table. That’s a lot of fun and there is usually nothing wrong with it – but it can get out of hand. Especially with larger groups, certain players will go off on tangents that may include the whole group or just a couple of players, which can be distracting as a whole. This was a huge issue when I was playing with Chris Woods, Warren and Bob back in Chilliwack. We would just bullshit for at least an hour before we even started gaming, and including our many, many, many tangents could cut an evening of D&D in half. If everyone is fine with this, it’s no problem. But if you want to accomplish a certain something in a session and you’ve got a limited amount of time to do it, socializing can cripple your chances to do that, and you find yourself having to call a game at an inopportune time (like the middle of combat). If people stop paying attention, you find yourself wasting others’ time describing the same things over and over again. If someone doesn’t pick up on a vital piece of information because he wasn’t listening, it can cost their character his life, and that leads to serious pouting. One of the most often heard paraphrases at a gaming table is “well if I had known this then my character would never have done that!”

Crafting a tale is a whole ‘nother kettle of piranha. I DM for 2 different D&D campaigns – in one “Adventurer’s Guild” campaign each adventure has absolutely nothing to do with the next except that each is in the Freeport area and involves many of the same characters from episode to episode. The girl group I run on Wednesdays, on the other fist, is part of a long campaign that I have plotted out. This requires me to take the players on an epic journey from point A to B to Z, and I have to know where I’m going ahead of time. I’m not writing each chapter myself – I’m stringing a series of published adventures together with a common thread, and this in itself is a task. I have to adapt the individual themes of the scenarios into a cohesive campaign. I have to introduce a setup for each payoff. I have to introduce foreshadowing. I have to know the parts that each player character (PC) and non-player character (NPC) will play.

At the same time I’m giving the characters direction with my various plot points, I shouldn’t make my players feel that I am marching them down a corridor with no exits. The players have to be able to make choices that will affect the story. If a player has no control over his destiny, where is the fun? So as a DM I have to be prepared that the players will make decisions that could quite possibly derail my story. I have to try to anticipate their actions–based on the player’s attitudes and the character’s motivations–that I can adapt the story so it doesn’t fall apart. And if I fail to anticipate, which happens from time to time, then I have to be prepared to make stuff up on the fly, and it’s best if the players can’t tell what’s improvised and what’s pre-planned. If they can tell, that’s one more botched suspension of disbelief, as they acknowledge the man behind the curtain.

There are many other things to consider: Am I not giving them enough rewards (Experience & treasure)? Are the magical items I’m providing going to bite me in the ass when the PCs use them? Will they destroy the challenges I set against them too easily, or will I accidentally pit them against a monster or trap they can’t possibly beat? Am I balancing out the combat-to-plot ratio properly?

Are the NPCs I create memorable? Are they characters? Do they have their own personality? Right now there’s an NPC called Wainscotting (an NPC name I use in most of my campaigns) tagging along with the group, and he’s said all of three sentences to the group. In that tiny amount of interaction with the group the players have come to their own conclusions about Wainscotting. Michelle doesn’t trust him. Marlo thinks he’s not pulling his weight with the group. Really, I’ve been building his personality as we go along (but for the players who may be reading this – that’s not to say that everything about his presence is an “accident”), and I’m quite happy with the way things have turned out. I guess I’ve never had a problem creating characters with personality (maybe it’s the actor/impressionist in me) – in the Freeport campaign I had to play two dozen different characters for Sea Lord Drac’s fancy dress ball. It was a challenge, but from playing the head of the wizard’s guild (Alec Guinness) to Drac himself (Christopher Walken) it was also very gratifying to see the players have fun interacting with the NPCs.

I’m a little worried that I haven’t planned enough; that my lack of reading ahead will make the transitions between adventures too rough. But right now, I think the biggest problem with my current group is “dead air.” This happens to some extent in every campaign, but because most of my players are new and inexperienced, if I’m not telling them that something is happening, there is a tendency to avoid decision-making. I guess this is better than a lot of arguing. I don’t want to lead the players around by the nose so I am giving them plenty of breathing room to get accustomed to the game and to one another, and I’m sure as the group plays more and gets comfortable, these awkward silences will shorten and disappear.

That all said – I think this campaign is going pretty well. I think last night’s session was one of the most fun and memorable for everyone: they finally found some treasure, got the opportunity to soundly bash some monsters (in this case skeletons), and found and rescued the guy they’ve been looking for for 5 sessions. Now for phase two: Mwoo-hahahaha!

APPENDIX: Toren’s Secrets of GMing.

I love to keep my players in suspense and keep them guessing. Poker face is key. There is nothing more blatant than going through an entire adventure and glossing over every room saying “you search the room and find nothing” and then getting to a final room and when a player searches you ask them “where are you searching, exactly?” It’s obvious that the room contains something hidden, and the players will keep trying to search the room until they find it. I approach every room and every area as though it had everything the PCs could possibly find: traps; monsters; treasure; damsels in distress; whatever. It may seem a little pedantic and time-consuming, but I think constantly asking the question “who is turning the handle on the door” when somebody says “we go into the next room” simply adds a bit of realism to the encounter (or non-encounter, as the case may be). Randomly rolling huge numbers of dice behind the screen serves a similar purpose – the players should never become complacent that nothing bad could possibly happen while the DM is sitting back with his head resting on his hand.

A final word about NPCs. Non-Player Characters are, to me, a fantastic tool. Apart from all the usual entertainment factors, they provide a mouth through which information (true or false) can be provided. If you need to impress upon (i.e. – warn) a group that a situation is extremely dangerous – you can kill off a beloved NPC to hammer home the point – I find this provides a slap of realism to PCs who become complacent that their characters are immortal. Although I am usually loathe to use them this way, NPCs can be the DM’s deus ex machina: if something needs to be done to advance the plot and the PCs aren’t doing it – you the DM can take control of the situation if need be without a blatant hand of god coming out of the clouds to set things right. It’s a good thing Wainscotting was around last night or Deanna’s brand new character might have been nourishing a growing Grey Ooze instead of healing up in the temple of Dorl Tavyani. Not that that was the only way out, but it just so happened that all the other characters nearby couldn’t win a grapple check with all the grace of Terak on their side.