Acting at the Table (CSC)

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Any DM can read a description of an NPC and then tell the players what they see and how an encountered being reacts. However, the DM who wants to make his NPCs come to life will not tell the players about a character he becomes that character. Years of acting classes are not required to make a character come to life. Be ready to improvise any motivations, voices, or dialogue necessary to roleplay the encounter with the player characters.
==Mug it Up==
Make faces as the character speaks. The DM can show the character's emotions by his own facial features. Scowl, smile, grin, snarl, curl the lips, flutter the eyelashes, pout, cross the eyes-do what it takes to make the character memorable to the players. When facial effects are combined with an unusual voice, the character can really come to life.
==Move Those Hands==
Don't get up. Remain seated. Use your hands to portray the character. Think about it. Does a scheming character rub his hands together? Does a politician chop the air with one hand while he delivers his deadpan monotone? Does that master thief flutter his fingers when he thinks of thieving? Does the sergeant of the guard punctuate his points with a pointing finger?
==Speak In Character==
Use different speech patterns. Not everyone talks the same, even within the same culture or geographical region. Age and occupation can also affect speech patterns. A youngster win phrase his speech differently than his grandfather. Borrow distinctive speech patterns from real life, the movies or television. Practice a few different ways of speaking. Not every character should use the same words as the DM himself.
==Vary the volume==
Most of the DMs delivery will be at a fairly consistent audio level. Yet when necessary for dramatic effect, the DM should be ready to shout (say for an effective battle cry) or speak in a conspiratorial whisper.
==Hearing Voices==
Practice funny voices and bad (or not so bad) impersonations of famous people. Try to develop a few good character voices. Then go ahead and have those eccentric characters use those funny voices: pirates say things like "Aye, harr-r-rr maties" in the DM's best Long John Silver voice while beings unfamiliar with a 1anguage stumble along with stereotypical "immigrant" grammar. Have peasants speak in broad twangy dialects, and rich folk talk in haughty drawls. Let drunkards and monsters mutter with slurred speech, while lizard men hiss out menacing threats in near unintelligible sibilance. Ancient sorceresses cackle merrily as crazed berserkers scream out challenges with booming bass bravado.
Meanwhile, make sure that plenty of water is on hand to ease the DM's poor throat after a lengthy presentation.