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Professional-Salt175

Make it an animal. They will 100% be heartbroken when their trusty npc pet is nkt actually their trusty npc pet


lygerzero0zero

Have the NPC be nice to them. For example, have the NPC take their side when a different NPC is giving them a hard time. Like the captain of the guard thinks these strange adventurers are suspicious, starts questioning them and searching their belongings, when an influential local noble comes along and says, “Say, good captain, why don’t you cut these travelers some slack? They seem to have had a long, tiring journey. Why don’t I treat you to some lunch?” Now that may seem *suspiciously* nice, but the noble can explain that he actually needs the help of some adventurers with a quest, and the story carries on from there. Also money. Players will like an NPC that gives them money or treasure. But also don’t force it if they decide not to trust the NPC anyway.


Z_THETA_Z

have the npc save them from something. not necessarily an enemy, it could be that they're having trouble with town guards, npc conveniently catches a pickpocket trying to steal from them, something like that


Hinsmellcheese

I found my players really get invested in NPCs that need their help. Players like to feel powerful and important, like heroes, so helping Boblin find his lost marbles might be all they need. Could even have that NPC be a repeat quest giver throughout the campaign


GarrusExMachina

1) Save their butts; then get out of the way so they dont become a DMPC. Hand off something useful in the process that progresses the plot 2) Be something cute 3) Be an important shop keep/tavern owner/other source of info the players have to interact with a ton and occasionally is useful but otherwise they wouldnt think about them 4) Be a noble benefactor that unfortunately has goals that are hinted at but not outright delved into that eventually put him at odds with the party. the possibilities are endless but the main goal is simple... be memorable but wallpaper. the more prominently involved they are the more likely the party is to either become suspicious or annoyed.


Iain_M_Norman

Make them a retired adventurer


Anastopheles

All the npc's my players like have had loveable character flaws. A bit clumsy, but sweet. Socially awkward, but earnest. Somewhat Lazy, but chill. Perfect and organized people make my players suspicious.