It probably won't take long to notice that the player has zeroed in on an NPC. They'll try to keep a conversation going and ask more questions than seem warranted. The NPC might not seem special to you or be integral to the scene - they could very well be a background character intended to add a dash of flavor and never been seen again - but that doesn't matter if something about them has sparked interest in the player.
Chances are, their inquiries will go beyond the needs of the moment. They may start asking about things like the NPC's history and feelings, whether or not they're related to the plot. They may also want more descriptive details about the character than you initially provided. Either way, the player will be quite focused on the exchange and concerned with the NPC's plight.
Instead of seeing this as an annoying interruption to the real plot, take it as an opportunity to deliver choice tidbits of information and draw the player into your web. What might the NPC know or have seen that can benefit the PCs? Can their attitude and beliefs help fill in your setting? If you don't know much about the NPC yet, call for a brief break, use a character generator, or draw a tarot card - whatever helps you improvise a believable person.
You may worry that the player's intense focus on one NPC will bore other players at the table and hurt the flow of the game. It's perfectly okay to pause the exchange and switch to other parts of the scene so everyone has a chance to interact. Spend a certain amount of time (say, 5 minutes) per person and develop smaller moments until everyone is brought together again. You could offer to run a short scene for the conversation outside of the main game, such as in play by post or a video chat.
To be clear, it's also understandable if you cut the tête-à-tête off when most of the party wants to move to the next scene. Giving the player a taste is better than nothing at all, and the desires of the group deserve to be honored, as well. It's also acceptable to end the scene or call for a break if the player makes you or anyone else uncomfortable with what they say or how they approach the NPC. Reinforce whatever boundaries are needed and move on.
And if the player seems to lose interest or you aren't sure where they're coming from at any point, it's okay to ask them if they had special interest in that NPC and/or if they're done with the character. If they want to focus elsewhere, let them. If something's gotten in the way of them enjoying time with the NPC, you may be able to work on it together.
But it can be worthwhile to see what the player's interest is and where it goes, so long as everyone's okay with the content and tone. This can offer chances to develop your improv skills, put NPCs to even better use, and keep the player coming back for more.
Because if they really are becoming smitten by the NPC, they will be back for more!
Does your player keep checking up on an NPC whenever they get the chance? Do they invite the NPC on adventures or into scenes they wouldn't otherwise be in? Do they seek the NPC's counsel and company about as often as their party members' - or more? These could be signs that the player can't get enough of that character, whether their interest is romantic or not.
This doesn't have to be a bad thing. Of course, if the other players like the NPC, it'll be easier to have them around for frequent visits or as a member of the party. If the group finds the NPC a bit annoying, you can likely give the player a brief scene with them every now and then without souring the mood. If the rest of the party absolutely hates the NPC, however, it may be best to keep them at a distance (i.e., in quick private scenes or via written correspondence) so resentments don't rise.
The group's opinion of the NPC may shift over time, so check in to make sure everyone's still having fun, but you can honor the player's interest even if others don't share it. To avoid major problems down the line, it may be best to keep the NPC out of serious danger most of the time. Targeting a beloved NPC frequently can make the player feel personally attacked or punished just for developing an interest in one of your characters. Having other players attack a favored NPC, whether or not there's "good cause," is likely to end in ugly arguments and resentment.
If you really don't want to run the NPC or other players can't abide them for some reason, work with the player on a way to retire the NPC gracefully. Sending them to a far-off land probably won't cause the bitterness that their death would - just don't be surprised if the player sends their PC off into the sunset with them and creates a new character.
If you're concerned that the player will rely on the NPC too much, an easy way to avoid that is to give the character their own life. Give them interests, social ties, and professions that keep them occupied. The NPC won't always be available if they're busy with their own obligations; they won't be able to give the player everything they ask for because they have limited resources and knowledge. This isn't to say that you should make the NPC useless or utterly unavailable. They'll still be who they are, know what they know, and have access to materials and connections. They'll offer what they wish and what they can when they can.
But even if the player thinks the world of the NPC, they're just one character in a larger world that the player can't afford to forget. Giving them boundaries will remind the player that no single character can provide everything they need.
As a GM, you're probably used to coming up with the minimum info needed to portray an NPC: name, profession, power level, and a few distinguishing features. For many encounters, not much more will be needed, and many GMs can throw these elements together on the fly. It isn't unusual for GMs to take more notes about NPCs they expect to be more important to the story, or put more thought into them ahead of time.
But as mentioned previously, a smitten player may fixate on a character you didn't expect to be noticed at all, and their character will want to know a lot more about that NPC. This can start with minutiae - likes and dislikes, personal interests and hobbies - but probably won't end there. Eventually, the player will want to know more intimate details such as childhood memories, philosophical leanings, hopes and fears, and other topics we tend to share as we get to know our friends.
These may not be things that you've imagined for the NPC, or they could be sought at just the wrong moment, when you have trouble concentrating. It isn't unusual to be drawn up short by what seems like an innocuous question about a beloved character. When in doubt, roll 1d6:
Call for a short break, clear your head, and see what comes up when you get back to the table.
Recall someone you know that reminds you of the character and use them as a guide to what to say next.
Pick something specific that you already know about the NPC and extrapolate something in line with it.
Choose something you already know about the character and come up with an answer that goes against that.
Use a randomizer, like tarot cards or a generator.
Have the NPC decline to answer at that time; it may come easier later.
You may want to ask the player to take notes on the object of their affection and share them with you, such as in a cloud document. This way, even if you're developing the NPC on the fly, you'll be able to see what's already been established. You can also skim the results or search for names or details quickly.
None of this has to be difficult or awkward for long, but these situations may ask you to stretch your creative muscles and/or jot down a few more notes than you might otherwise. And while you don't have to honor every request, even a short answer can go a long way with a smitten player.
Even if you really like the NPC that your player has become enamored with, you may grow tired of them suddenly or over time. The same is true for the player: they may stop seeking the character or start avoiding them without explaining why. This can happen in real life when the "honeymoon phase" of a relationship is over or when people develop diverging interests. And no matter where or when it happens, the situation will probably feel awkward to everyone involved.
But before you implement drastic changes, be warned: rash decisions can make things a lot worse. Remember, the NPC has become a fixture in the game because a player has relished their company and become attached to them. Even if they're currently bored with the relationship, the player probably isn't going to take it well if the NPC is threatened, harmed, or disposed of. As noted before, attacks on a cherished NPC can quickly lead to resentment and strife.
If you can discuss the matter with the player away from the table, great! It's okay to say that they've seemed to be enjoying the NPC a lot less lately or that you've been struggling with where to go with the character. Ask how the player feels and how they'd like to proceed, but don't be surprised if they're unsure. They might not have figured it out yet. This means that smaller, careful alterations are your best bet and you'll need to monitor reactions as you go.
If it's a simple matter of overexposure, then taking more breaks from the NPC can help. Making the character unavailable more often gives everyone time to miss what they have to offer. By the time they show up again, they should be more welcome and fun to portray. This doesn't mean you should make the NPC completely unreachable forever. Instead, bring them up less often, don't initiate visits, and see how things feel.
What if the player keeps asking for their beloved NPC but as the GM, you're bored to tears with them? Try introducing a development in the character's life that inspires new concerns and goals. That way, they'll have new things to talk about and can lead to different plot hooks. This doesn't have to involve threats or losses to be interesting. The return of an old flame or discovery of a potentially lucrative business opportunity can swiftly change a person's life. Tie the NPC to recent developments in the setting or put them at odds with the player through their new opinions. Whatever you do, remember that your goal is to help everyone have fun, including yourself.
If the player decides they are truly tired of the character, they'll probably let them go. They'll stop asking about the NPC and seek new company, and it's best to allow the old relationship to fade away. You may feel some disappointment after putting so much extra effort into the character, but you were able to stretch your muscles as a GM and they had extra fun for a while. Take the positive aspects as a win and leave the rest behind.
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