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<blockquote data-quote="Darth Solo" data-source="post: 9042779" data-attributes="member: 6791759"><p>Very touch-and-go, as the encounter begins with a good level of open hostility from both the NPCs and PCs. With your example of Eomer and Aragorn, unless one had read the book(s), there would be no knowledge of the deep love the former had for the latter, making the gift of horses expected behavior. Conversely, take a situation like <em>Silence of the Lambs </em>where Agent Starling and Dr. Lecter are forced into a situation where both openly attempt to manipulate the other for information, drawn from a contemptuous relationship devoid of any real trust. But, over time that relationship transformed into something remarkable (if you've read <em>Hannibal</em>).</p><p></p><p>That's my aim. But, having had players who refuse to "get railroaded into working with NPCs their characters would never logically join", I've learned to instead drop what the party needs in their lap, à la <em>LotR. </em>That, or after the party has gone through a cycle of NPCs and found one they like, THAT person/faction gives them what they need. I've had two groups (one <em>D&D, </em>one superheroes) who had the RP chops to actively engage with antagonistic NPCs: the <em>Ravenloft </em>party befriended the traveling minstrels around Barovia and the minstrels in turn risked their lives vs. worg wolves so the party could reach Strahd's castle. The <em>Villains & Vigilantes </em>team trusted an ex-supervillain's guidance enough to stop the NPC's former supervillain allies from taking over the planet. I don't use a lot of dice-rolling for this, instead just letting PC-NPC conversation flow organically. IME dice are terrible at emulating the fiction that inspires our campaigns.</p></blockquote><p></p>
[QUOTE="Darth Solo, post: 9042779, member: 6791759"] Very touch-and-go, as the encounter begins with a good level of open hostility from both the NPCs and PCs. With your example of Eomer and Aragorn, unless one had read the book(s), there would be no knowledge of the deep love the former had for the latter, making the gift of horses expected behavior. Conversely, take a situation like [I]Silence of the Lambs [/I]where Agent Starling and Dr. Lecter are forced into a situation where both openly attempt to manipulate the other for information, drawn from a contemptuous relationship devoid of any real trust. But, over time that relationship transformed into something remarkable (if you've read [I]Hannibal[/I]). That's my aim. But, having had players who refuse to "get railroaded into working with NPCs their characters would never logically join", I've learned to instead drop what the party needs in their lap,[B] [/B]à la [I]LotR. [/I]That, or after the party has gone through a cycle of NPCs and found one they like, THAT person/faction gives them what they need. I've had two groups (one [I]D&D, [/I]one superheroes) who had the RP chops to actively engage with antagonistic NPCs: the [I]Ravenloft [/I]party befriended the traveling minstrels around Barovia and the minstrels in turn risked their lives vs. worg wolves so the party could reach Strahd's castle. The [I]Villains & Vigilantes [/I]team trusted an ex-supervillain's guidance enough to stop the NPC's former supervillain allies from taking over the planet. I don't use a lot of dice-rolling for this, instead just letting PC-NPC conversation flow organically. IME dice are terrible at emulating the fiction that inspires our campaigns. [/QUOTE]
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