
Chyrone |

Any good ways for the party to develop value/attachment to NPC, viewing them not as a "mere NPC", but as a character of value their characters would happily return to after a day of whatever they did that day.
Something to have them be memorable. Detailed descriptions and friendly dialogue only get one so far.
Note: partially for possible for "oh no :'( " related moments, for good or bad.

Corvino |
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Your fishing line metaphor may well be apt, Chyrone. As Chief Cook and Bottlewasher says, "introduce a few and see which ones they take to", bait your hooks and see which ones they bite.
Having half-a-dozen or so sympathetic NPCs who offer snippets of information, want to hear the story of their latest adventure or who just generally come across as likeable should get them to like one or two. It might help to have the NPCs located in places the PCs are likely to return to - a Bard in the local Tavern, the Steward to the questgiving Mayor, the Assistant at the Magic Shop they frequent - all of these can interact regularly but unintrusively with the Party.

Chyrone |

It might help to have the NPCs located in places the PCs are likely to return to - a Bard in the local Tavern, the Steward to the questgiving Mayor, the Assistant at the Magic Shop they frequent - all of these can interact regularly but unintrusively with the Party
Indeed, they are currently following a lead on a big profit theft. It being in a tradeport city, no shortage of possibilities there with the bigger families in town, though they will still have to make contact with them.
I'll keep these tips in mind. Thanks.

Mark Hoover |

How experienced are your players? One of mine, going on 4 decades of gaming now, has a saying: "Never get attached to NPCs with names."
Y'see more experienced players automatically suspect that the more well developed an NPC is the more chance there is for the GM to pull some kind of shenanigans with them. They might go darkside and become the villain, they might get kidnapped or killed for a plot hook, etc.
That being said, I still create rich NPCs anyway. Glass of Vino has it right though; lots of NPCs, in places the PCs will go, and with a variety of quirks, will make them memorable.
Finally find out what the players like. Not the PCs, the players. If you've got a super-competitive guy who likes winning everything, drop in an athlete who constantly brags that no one can beat them at X. On the other hand if you've got a player who really wants a mystery to solve add a stranger in a cloak that randomly appears and disappears, sometimes in the blink of an eye.

Matthew Downie |

I do find it's a good idea to create a 'hook' for NPCs, something that the players can easily remember which makes them more than just a name. A distinctive laugh (good for recurring villains), a job title that's part of their name ('Smith' isn't memorable but 'Smith the Gardner' or 'General Smith' probably is), a distinctive look (he dresses like a bat), or an unusual way of talking (Yoda-ish odd word order, or infuriatingly slowly, or like a pirate, or uses very long words)...
Making them memorably won't automatically make them likable. Three things that can make them more likable:
(1) Show them being treated unfairly - the old "his adoptive parents make him sleep in the cupboard under the stairs" trick.
(2) Make them useful - even generous - though not by stealing the limelight. A cleric who casts spells on the players for free is going to be more popular than one who charges money. If non-magical, they could give the PCs things they might need ("You're going werewolf hunting? Take some silver weapons!") without asking anything in return.
(3) Make them entertaining. A captured demon who boasts about all the children he's eaten can still be sort-of likable if he's funny.

Chyrone |

How experienced are your players?
Party of 5, 1 started with this, but got the basics from a friend of mine (also one of the players), 1 unsure and 2 who've been quite active on the paizo boards. 1 of whom is the GM of a campaign i'm in.
And i agree that making "rich" NPC adds a certain feel to an adventure.
I asked them what they'd like to see later in the adventure, something personal background tied, that i'll be using.

PD |
Try exercising your acting muscles. I'm a reserved Brit, which means my natural instincts are to make every NPC bland and uninteresting as I am genetically predisposed to being polite, quite and not making a scene.
However, once in a while, I give an NPC a unique voice, take on some physical mannerisms while talking and manage to really get into a character. I find this is particularly invaluable if you have a very heavily NPC-focused scene (like a murder mystery, where you want to establish multiple NPCs as real individuals). And yes, I go over the top, and am a complete melodramatic over-acting ham when I do so. But it seems to work. Last time I did this, the group commented that I should model my next PC on one of the NPCs I set up (we swap between different games and different GMs every couple of months).
Try this, make your NPCs really individual, and you might get the results you want. If not, at least you'll make it memorable when the PCs kill 'em.

Democratus |

How experienced are your players? One of mine, going on 4 decades of gaming now, has a saying: "Never get attached to NPCs with names."
Y'see more experienced players automatically suspect that the more well developed an NPC is the more chance there is for the GM to pull some kind of shenanigans with them. They might go darkside and become the villain, they might get kidnapped or killed for a plot hook, etc.
That seems to be a strange response.
Realizing that NPCs make the story more complicated/interesting/dynamic should encourage players to connect with the NPC. After all, you are all there to tell a story.
Do they just not want interesting story stuff to happen?

GermanyDM |

My players' PCs adore any NPC that praises them authentically. The more competent the NPC seems, or the more authority he/she has, the more valuable the praise. Combine praise with a few freebees - be they information, leads, tips, discounts, free spells or whatever - and my PCs will risk death to protect them.
They also like the "damsel/young noble person in distress" hook. They'll form an attachment every time. As a variant on this theme, I threw an Artful Dodger type NPC at them who wanted into their group and started taking credit for their deeds as a way of getting their attention. They were amused and vexed at first, but turned him into a sort of runner, information gatherer in return for rights to hang around and look cool.

Rylar |

I find the more personable you make them the better. It's easier for someone to get attached to an NPC if they know them, their family, their personality, hobbies, demons etc.
Also don't kill of NPCs that you make them attached to, this not only kills their current attachment but makes it harder in future campaigns. Kidnapping, item theft, threats, and protection are all great plot hooks. Just don't end the relationship. Revenge is a terrible plot hook for a good aligned hero anyway.

Calybos1 |
I agree with the preceding advice. In general, give the NPCs some personality that sets them apart from the generic background. Look for quirks or personality traits that are vivid and memorable to interact with, or give them unusual backgrounds, hobbies, abilities, interests, etc. Break the stereotypes.
In Doctor Who, a standard distract-the-guard scene with a stereotypical guard--heavyset, uniformed, and with an apparent vacant expression--was neatly derailed to create one of the classic run's most memorable minor characters:
DOCTOR (tipping his hat): Excuse me. What’s your attitude towards the nature of existence? For example, do you hold any strong theological opinions?
GUARD (blinks, and responds slowly): I think you’ll find that most educated people regard mythical convictions as fundamentally animistic.
DOCTOR (nonplussed): I... I see. That’s a very interesting concept.
GUARD: Personally, I find most experiences border on the existential.... Tell me, what do you think of the assertion that the semiotic thickness of a performed text varies according to the redundancy of auxiliary performance codes?
DOCTOR (lost): Umm... yes.

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Chyrone wrote:How can i make the party get attached to certain NPCs?Sovereign Glue
Yeah, my old group was always looking for the NPCs to betray them or become a plot hook at any time even though I never gave a reason for it.
Savage Tide from Dungeon magazine was the worst...they hated the NPC Vanderhoff woman that was supposed to be their patron and someone they could trust even though I made her thoughtful, generous, and likable. They were sure they were gonna get stabbed in the back by her at any moment....Another thing that groups often have extreme wariness about is becoming owners of a boat (learned in the same AP). "Oh I wonder how long until the ship gets sunk", "Why customize the ship, it's just gonna be sunk soon anyway", and "I ain't wasting any money on a boat that is gonna get hijacked or sunk soon"....after around 10 levels of owning the boat it did finally succumb to the sea and sunk. A huge round of "See I told you it would sink!!!" and "That's why you don't invest in owning anything besides personal gear!!" happened afterward even though I pointed out that they could retrieve the boat and effect repairs and that they had many awesome adventures on it for the past 10 levels.
Some players are just waiting and paranoid about getting screwed over.

Tacticslion |

"Make them" get attached, not so much (aside from the sovereign glue... which might make an interesting plot hook/campaign for low-levels...), but maybe "encourage" and, as others have noted (effectively): cast a broad net and see what sticks (many possibilities). Otherwise depends heavily on your group and the campaign. I'll read more/contribute more later (maybe, depending on time).
Also, dot for interest.

Mark Hoover |

Mark Hoover wrote:How experienced are your players? One of mine, going on 4 decades of gaming now, has a saying: "Never get attached to NPCs with names."
Y'see more experienced players automatically suspect that the more well developed an NPC is the more chance there is for the GM to pull some kind of shenanigans with them. They might go darkside and become the villain, they might get kidnapped or killed for a plot hook, etc.
That seems to be a strange response.
Realizing that NPCs make the story more complicated/interesting/dynamic should encourage players to connect with the NPC. After all, you are all there to tell a story.
Do they just not want interesting story stuff to happen?
D-man; you've almost got it. My players don't really care about plot. They feel like a paragraph of fluff at the entrance of a dungeon is too much. As a result the feeling about ALL NPCs in my game is that, if the party gets too invested in them they'll lead to MORE plot.
No, my players want to go to the adventure location, fight evil, and get rewards. Period. The only NPCs they're concerned with are Generic Smith, Generic Wizard Crafter, Generic Cleric, etc.
Now I shouldn't make this generalization about ALL my players. This is true of my more experienced guys. And I think why it comes from them is because they see the NPC = plot complication as cheezy and done-to-death. If they're going to care about plot they want it to surprise them.

Corvino |

Thinking about it, you could also try a couple of NPCs who temporarily join the party for a while for specific reasons. Maybe the party need to escort them somewhere and defeat a bandit ambush, guide the Baron's sage to examine some ancient ruins or the like. If the party get on with them you can reuse them, if not put them on the back burner and pull them out at a later date.

Melvin the Mediocre |
Either a "nice" npc, or funny npc, or a hero worshiping npc might work.
The nice PC might be an inn keeper who shines all their shoes or gets them better chairs around the fire. No charge, just because he likes them.
A funny NPC might be a bard or minstrel who sidles up to a PC from time to time and starts filling them in with all sorts of embarrassing secrets about nobles and high ranking clergy. Perhaps they let slip that the queen once and was spotted in her garden stripping off her clothes. Every was told she was sleep walking, but the truth is she was duped into believing it was the way to catch a unicorn.
A child, that follows the party around wanting to hear of their exploits might start dressing up like a party member, or be seen imitating one of the characters when they play.

Chyrone |

Also don't kill of NPCs that you make them attached to, this not only kills their current attachment but makes it harder in future campaigns.
I wasn't planning on doing something like that, kidnapping true enough though. Theft...they're investigating the theft of lottery money.....the unnamed sum will be A LOT, with hundreds of people having bought tickets of 5gp a piece.
The nice PC might be an inn keeper who shines all their shoes or gets them better chairs around the fire. No charge, just because he likes them.
They will have one, the innkeeper whom the helped downtalk two rude sailors. The sorceress rolled a 26 on intimidate and the oracle bluffed on "slitting the throat"....encounter over before it started.
A child, that follows the party around wanting to hear of their exploits might start dressing up like a party member, or be seen imitating one of the characters when they play.
Ugh...you make me think of that annoying fanboy from elder scrolls 4 .. :)
The general attachment was indeed that they would come to find that NPC worthy of remembering and being a character they'd voluntarily return to. I've seen some suggestions that are in planning as well, the things that didn't occur to me yet can very well be implemented.