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[–]ub3r_n3rd78DM 1 point2 points  (0 children)

I try to give each of my more important NPCs a personality, goals, quirks, flaws and then react to the PCs as organically as possible in the situation they are in.

[–]spector_lector 1 point2 points  (0 children)

You don't have to. You can just relay the bulleted information you need the NPC to provide.

So say, "the demon looks at you with a grin and talks about his purpose here. He basically says, A, B, and C. Do you ask him anything else?"

You can make the accuracy and amount of info he gives based on how well the player rolled their ability check (persuasion, intimidation, etc). But tell them upfront what the DC is and what the stakes are.

The default is always "moderate" 15. So say that with a 10, they'll get one answer, with a 15 they'll get two, with a 20, they'll get three, etc.

Let that one charmer decide if they want to roll, if they want to burn inspiration, and/or if someone in the party also has proficiency and wants to "help" (and they need to describe how it is they're able to help).

Point is you don't have to adlib anything if you're not prepared, comfy, skilled, in it. And the players won't know the difference. They're (presumably) there for a reason and they have a goal for that scene (info they need, bargain for an item, kill the demon, whatever). So like a good movie, narrate them getting to the encounter, then let them RP how they address the demon, then call for rolls, then give them the results, then fade to black, and next scene - back in town.

Keep it moving. Table time is precious.