Star Trek
I’ve been watching a lot of Star Trek the Next Generation lately. I hadn’t seen it in many years, although I watched the whole thing as it came out in the eighties and nineties. I have obviously been watching it with different eyes this time around. I have noticed things in it that I don’t think I could have seen before. I wonder, for instance, about Mr Data. Would he have been such a sympathetic character today, as an AI in humanoid form? I think about how many of the episodes had no action, how many were just talking heads and techno-babble and whether Sci-fi TV shows today could get away with that. I ponder the special effects and make-up and marvel at how well they stand up 35 years later. But I have also been looking at these episodes with TTRPGs in mind. Now, of course, Star Trek has been made into a number of role playing games. I have never played any of them and this post isn’t about them. This post is about the crew of the Enterprise. Not Picard and Riker and Troi and Worf, but the ones who you see occasionally pass the bridge crew on one of the ship’s many lushly carpeted corridors, the ones having their own conversations in the background in Ten Forward, even the ones who so consistently took the con after Wesley Crusher left. They would get names sometimes and every so often, they’d even get lines! There are a couple of those that are recurring characters, such as Ensign McKnight and Robin Lefler. The most iconic of these, Chief O’Brien, went on to enjoy a major role in two Star Trek shows. But when he first appeared on the Enterprise, he was an unnamed bridge officer. Total NPC. He only became someone when the show creators decided he had to be someone.
The Quantum NPC
So this is what I have started doing for crews in my Spelljammer campaign. I think it would work in any game where you have a lot of NPCs that hang around in close proximity to the PCs all the time. So it works particularly well for ship crews.

In the main campaign, the party lost their original crew in the best possible circumstances. The crew, a bunch of spirits who had lost their memories and were not initially aware they were dead at all, finally fulfilled their goals and were able to shuffle off to whichever outer plane would have them. So, the PCs were forced to hire a whole new crew to take care of rigging and swabbing and whatnot. Now, I did not want to spend an entire session where they press-ganged or interviewed eight or nine NPCs that I would then have to name, outline and give voices to. That kind of thing can be fun but I don’t want to spend two full hours at it. Instead I told them that they picked up eight new competent crew members and that we would come up with their characters as and when they were needed.
So this is how that works, you imagine the scene where the PCs are on deck, in the foreground talking about something like how to defeat the weird root creatures that have invaded the ship from some eldritch, otherworldly space. In the background, just like in Star Trek, you have a few crewmembers, maybe they are even in uniform, but they are ill-defined and unremarkable. This works even better through the medium of TTRPGs than TV to be honest, because your imagination simply works around them, never focusing on their details. But then! They need one of the NPCs to be good at something, a specialist, an expert. Or maybe they just need a buddy, someone to talk to, or someone to listen. That’s when the players get to stretch those imagination muscles!
Pulling the NPC Out of Their Quantum State
The NPC existed in theory but not in practice. They were always there as a number, but not as a person, not as a character. Until the players make them up. The GM asks a player who this NPC is, what their name is, their ancestry, their job, what their personality is like. The players generally end up working together to do this but I usually start by asking the player who decided they wanted one of the quantum NPCs to become real for some reason. I ask that particular player the type of character they want in this situation with the understanding that, once they have been defined, they will forever be part of the crew, taking up one of those eight spots. It’s just like Blades in the Dark items. You know how many slots you have to fill when your PC is out on a Score but you don’t define the items until you need them in the narrative. Once you have said you have “A Blade or Two,” though, those blades are filling one of those slots. Same-same but different.

In this manner we got these three NPCs:
Deckhand Dewey – kobold, he/him, spry and wiry and can fit in little places.
Cook – Barry Keoghan (this is the consequence of allowing the players to name NPCs) – orc, he/him, big guy with big arms, beer belly, loves food and loves cooking. His chef hat does not fit very well. Apron always slightly dirty. Has a space rat companion.
Mr Cannon – Halfling he/him – weapon-master.
As you can see some of them got more detailed description than others. Barry Keoghan was described thoroughly partly because of who I asked to describe him and partly because of the moment I asked for his description, i.e. a quiet moment aboard ship where they had some time to talk about provisions and joke about silly Disney movie references. Meanwhile, Mr Cannon was created in the literal heat of battle. But that was ok, because the idea was always to flesh these NPCs out as time went on. We did, for instance, in subsequent sessions, discover that Mr Cannon had a wife waiting for him at home and that Barry Keoghan had some sort of tragic love-affair in his past.

I think, in future I will bring Between the Skies to bear on the Quantum NPCs as they are being birthed by the players, giving them desires, bonuses, hindrances, quirks and all the rest. Time allowing, of course.
The Quantum NPC method has the added advantage of endearing the newly created NPCs to the players from the off. They are, after all, fully their own creations. From the players’ point of view, I believe it was also quite devastating when both Mr Cannon and Deckhand Dewey got breath weaponed into oblivion by a lunar dragon along with the rest of the NPC crew (apart for Barry Keoghan who was in the galley at the time of the attack.) Unforgettable.
Dad-quest
Dad-quest is getting under way tomorrow night. Our resident Giff Fighter-Paladin, Azimuth is rounding up a crew of misfits (the other players with their new characters that I discussed here) and a few more Quantum NPCs and spelljamming out to the Amos Expanse to find his Dad. Can’t wait to see what new crew-members the players come up with this time!
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