One of the most important things for a campaign is it's NPC's the thing is they also can also be the hardest thing to get right.
Depending on the campaign depends how much NPCs factor in of course some times they are treated merely as quest providers and that's fine if that's the campaign you are going for then you don't need to go develop them any further then go to cave and kill X amount of goblins (the problem with that is well it's too much like a computer game in my opinion) now I'm not against Dungeon Crawls they are fun but require a great deal of work and we are talking about NPCs anyway. but then one day you suddenly have an idea for roleplaying that could greatly change the way the group plays the campaign (make sure that this is a good idea before doing so or you may regret it) and so you produce a very plot relevant NPC with a personality and mannerisms and everything else you could think of what could possibly go wrong...
Well a lot can, firstly you must try to make a personality that isn't automatically irritating.(stupid speech pattern, overwhelming urge to perform "zany" antics) in one case (I was a player) we met an NPC who was prone for crazy antics such as stealing a wagon for us to travel in and causing the ere of the city guards. he then found a pair of shoes that allowed him to teleport (soon after the party jumped him , knocked him out and stole his shoes he then woke up and ran away crying like a baby) it later turned out he was the mayor of the next town we came across (much to our unending joy).
Then again they have to at least be a little bit original (well most of the time) it soon becomes obvious if they are a Drizzt clone or even if they are a clone of any other campaign or literary character (well unless the party have no clue about the setting in that case clone away).

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