Your NPCs all sound the same, and it isn't because you can't do voices
The party talks to someone you didn't prep. You panic, you give them a name, and from that moment on that character is a wall you do improv against.
The problem isn't your acting. It's that you never decided anything about them. Four decisions, about fifteen seconds, and they're a person:
WANT. What they want in the next ten minutes. Not a life goal, because a life goal gives you nothing to play. "Wants to close up early" gives you a whole scene: they're impatient, they cut the party off, they'll trade information for speed.
WOUND. The thing they won't say. You never have to reveal it. It exists so that when a player asks the wrong question, the character deflects, and deflection is the single most human thing an NPC can do.
TELL. One body habit and one speech habit. Not an accent. "Never takes his gloves off." "Says no first, then negotiates." Players imitate these back at you, which is how you know an NPC landed. And unlike an accent, you can't forget how you did it last time.
LEVERAGE. What would flip them. Most GMs skip this one, and it's the one that turns an NPC from scenery into a puzzle. If the party works out the price, they get the help.
You can roll these, write them, or steal them. The point is that four small decisions beat one big improvisation every single time.
No funny voices required.













