- I found myself using the same descriptive words for NPCs and using very similar voices for them culminating in them not feeling unique
-this will obviously lead my PCs to not think of them as characters but targets to shoot or quest givers
-I need to be able to come up with NPCs that are unique and interesting
Ok now to be more constructive, and with less cross-posting.
A few NPC suggestions:
- If you tend to fall back on the same list of words when put on the spot, make up some words in advance. This is not the same thing as making up some NPCs in advance -- though you can totally do that too, of course. But I mean just the words. Or just a phrase, some bit of language that strikes you as apocalyptically-appropriate. Then when you have to bring in some new NPC you don't know about, look at your List of Names AND your List of Words, and go from there.
- Someone already said this but I'm going to double-down on
ask the players, especially if it's an NPC they have any chance of already knowing (even an unlikely chance.) Try to avoid 'what is this guy like?' type questions, since then you're not really giving them anywhere to start. Instead, ask questions that their
character is going to have opinions about. Questions where if you asked a different PC, you might get a totally different answer. Questions about a history between them and the NPC are a classic go-to. If you're not sure about what kind of questions, use the Hx questions for inspiration -- and just like the descriptive words, try brainstorming a bunch of questions in advance.
- One thing I find super helpful when running AW-type games is to use printed out character portraits for all the NPCs I introduce. Humans and facial recognition are a great pair, and having a face for every name makes it
really really a lot easier to remember who is who, and increase general investment in the NPCs in question. Warning: you have to do it for all the NPCs, or you end up with false distinctions between important/unimportant NPCs.
-I need the plotlines to create interesting motivation for each character
-Also they should cross over at times so that PCs may switch from one to another (Difficult)
-thus they can interact with all the other PCs
- I can think of ways to do this for the climax of the story but not before
Ok if you are thinking about the "climax of the story" after the First Session you are not really playing the game. See above about the importance of playing the game, and not doing extra stuff. There is no story that you know anything about, except who is in it (the PCs and the people around them) and possibly some of the things threatening them (the Fronts). But you are playing to find out what the climax will be; that is hard to do if you already think you know what it is.
The fact that #2 is an issue is making me very worried. You have not only planned out stories for all the PCs but you already know that those stories are going to occupy the PCs entirely in parallel, without any interaction? I suggest you focus on 'make Apocalypse World seem real' -- if it seems real, then all the problems and dangers and people are just going to interact, because that's how the world works. It's going to take a lot of EXTRA WORK on your part to come up with stuff where the PCs don't interact, if you are otherwise playing the game.
Especially if the part of the game you are playing is 'make PC-NPC-PC triangles', and especially if you are taking the advice given about asking the PCs stuff about all the NPCs that are being introduced. Those NPCs are all going to be part of Fronts, probably, so if you're asking the PCs stuff about how they know the NPC, or what history they have, or what they buy from them, or whatever -- there's no way your Fronts are going to stay disconnected.
Also, you did Hx right? The PCs all already have triangles going on within themselves. If they go off and do separate stuff (which is fine!) then once that stuff is done they're going to want to talk to the other PCs about that stuff, or get their help with that stuff, or be super-secretive about that stuff in scenes where you put them together, or whatever. It's going to happen, if you're putting them together and applying pressure via your Fronts.
Also, 'plotlines' do not exist in AW, but I think someone already covered that.
-conflicts need to seem to be able to be solved by multiple methods
-so that PCs do not solve every problem with shooting all the things
-Need to still be challenging
This can definitely be a hard one, especially if you come from a D&D background. But a lot of this is going to happen more easily, if you're doing everything you can to make your NPCs people, and give them names, and asking your PCs about how they know them. And same with asking your PCs about their motivations, and getting them to say them out loud, and putting pressure on those. Probably all their motivations aren't going to be 'shoot everything', probably they're going to find some NPCs they think are cool or that they care about or that did them a favour once or that know how to repair the water filter or whatever.
Also if you're doing all those things and they're still shooting everything, that's not your problem! Just keep looking at your Fronts and thinking about how everyone being shot is going to change stuff.
If all of your Fronts consist of 'there are bad things and if you shoot them then problem solved' then OK -- that is probably not great. But if you're building your Fronts out of where the PCs are vulnerable, and using different scarcities for inspiration, and reading through the Threat Types and being all 'ooo interesting', then probably that's not going to happen. Most likely some of your Fronts aren't going to be solved by shooting anything at all.
In fact I would encourage you to make a Front where you have
literally no idea how the PCs could solve it. Not 'are going to solve it' -- I don't mean you're not sure what
methods they will use -- I mean actually can they solve it
at all and how could anyone ever solve this OMG THEY ARE FUCKED it is impossible!!!! Because it's not your job to fix these problems, it's your job to come up with them and make them real and wonder what in god's name anyone could do about them.