I was listening to Adam Koebel's you tube video today as I was working on some macros when he started talking about the on-the-fly NPC creation. One of the immersive thing that Adam does very well is giving personality to NPCs in order to make player care for them. A player that cares is an engaged player... me likey! 3 key things is required to make that happen. 1- A personality 2- A past 3- Likes (I can't remember exactly what he said, so I'll call this list "inspired by") Sadly I am not as skilled at creating a NPC on-the-fly, so I decided to work on a very simple Macro ("inspired by") Phnord Prephect 's Insultinator 3000. When ever my PCs wants to talk to someone you have not planned for (a random beggar on the street) and see an opportunity to introduce a disposable yet interesting NPC, I run this macro. /w GM The NPC has a [[1t[NPC-Personality]]] personality, with a past as a [[1t[NPC-Past]]] and he likes [[1t[NPC-Likes]]] For the personality table I used the 16 personality types (search google if you need more description). For the past table, I came up with professions that are likely to exist in the game setting. For the likes table, I came up with different sources of stimuli that a NPC would care to share with the PCs in some organic fashion (or not, there ARE weirdos out there). Here are a few example of what I got with 3 tables of 16-19 items. Sometimes you get something simple (Mediator Monk Silence) Sometimes you get some gems (Advocate Farmer Fire) Now we all know why farmer is in his past