Using Names as a Simple Way to Build Dungeons and Dragons Character Depth
Some players ache and toil over what they will name their characters. I completely understand this, and actually encourage it in my players. Sure, not every single time does it matter if a great name is chosen, but it has an obvious benefit to the game when more care is taken in naming the characters. In this post I will discuss how the names of characters play into the story-building for both player characters (PC's) and non-player characters (NPC's).
Why is the Name Important?
I don't mean to say that every name of every character is critically important. But for both players and non-players, the name can make the character more memorable, and make your setting and the characters within it have more depth, more realism in an otherwise fantastical game.
Non-player character (NPC) names are critically important if the NPC is likewise important. Sure, a few civilians named Bob or Jim or Chanel aren't bad, and surely, its necessary to drop a simple name on the fly if this character is supposed to be disposable, just don't expect the players to remember Chanel if there was a Chanel #2, or a Chanel #5. On the other hand, the more effort you put into making every name memorable, the less likely it is to have your players remember them. Just imagine if there is a town where everyone has a name like Gilanthias, Peltholian, or another town where everybody is Slippery Pete, Dingy Doug or Stinky Steve's Sister. Nobody would remember them if you over-did it. So, it is important to have a good balance. Think of reading a good novel sometime. There were vastly more villagers named David and Thomas Harkenson than there were the inevitable epic name of Ivanhoe, Gawain or Lancelot. But in those towns of Daves and Tom's, you certainly remembered when Beowulf came into town.
What Makes a Good D&D Character Name?
The name should accomplish a few goals. First and foremost, it should tell you something about the character from the very beginning. Is he a tradesman? Perhaps his last name is Smith or Cooper. Is he a commoner or a son of a nobleman? That might make the difference between Gilth and Gilthian; or that might make you want to add something like "of House Culper" or something of the sort. Second, the naming conventions you use should start to flesh out the world you are creating. Are all sons of the blacksmith named Smithson? Or Do royal houses even use the "house of" moniker? How about the elves? in Dragonlance it always appeared as if they only had one name. In the Forgotten Realms, that may have been different, how is it in your world? What about the dwarves? Do they all use the clan's name? or is that just the King's name? Do the dwarves commonly use alliteration in their names? No matter how you slice it, your names should be intentional, should build and should maintain some level of detail and richness about your world.
A Concrete Example of a Good D&D Character Name
A few weeks ago I introduced Igrom, "the Bad Cheese" Morgaine to the Mürmaids campaign. I wanted originally to provide a second character who could drive the boat in case Horace were to die so that the rest of the party could carry on with their campaign of quasi-river piracy. As I wrote up his profile, though, something else happened. His name was an effort at alliteration, like many dwarves use (Binwin Bronzebottom comes to mind as an example). Igrom Morgi became Morgaine, but that was too plain, so I strung a few words together, and the Bad Cheese was born.
So what did it do to name him after spoiled dairy products? Several things. Remember I had already decided he would be a seafaring dwarf, so perhaps a merchant. And he is perhaps not opposed to the name, since he would have to introduce himself, so he may be a rather lude individual. The backstory started to form in my mind, that he was a merchant, with a rickety boat, and bought a load of cheese off of some halflings. Not being the smartest merchant in history, he didn't know how to properly store it to preserve the dairy, and by the time he delivered it back to the dwarves of his homeland, the cheese had gone bad.
So there you have it. A name, randomly spawned as i strung a few words together, that has created a rude, smelly, seafaring merchant who may or may not be the best at making decisions.
How Names Change the Game (for the Better)
A good name goes a long way. It makes the world a richer place to know who Stinky Pete is, or that Uhlfberht is a master viking swordsmith whose work cannot be surpassed. Now, when the thief appears down the alley, cackling at the party waving their purses in one hand, they can remember that he smelled bad, and as they pursue the culprit, they can learn more about stinky pete and the amount of bounty on his head as he has pillaged his way across the countryside. Or when they meet the Thane or Jarl of the northlands, and see that Uhlfberht is emblazoned on his broadsword, they should know that he either is a wealthy leader of men, or he killed someone who was.
But Don't Care When It Doesn't Matter
But as I said above, you should know when not to waste your time. Not every barkeep needs the perfect name. Sure, if they plan on staying at the Silver unicorn for 10 sessions, then you should know the name of the keep, his wife, his sons, and they should be pretty great names. Mr White has a wife named Betty, and she is full of hilariously folksy wisdom from her former life in some northern town you've never heard of. She had two friends named Dorthy and Blanche, whatever. They should be named, and the names should be memorable. But, if they just need a place to stay for the night, then screw it. The barkeep's name is Dave, and he is only married if the players ask about it.
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