190 NPCs followers for a level 7 party.

BiggusGeekus

That's Latin for "cool"
How would you handle PCs aboard a large starship or sailing vessle (e.g. HMS Surprise)?

Would it be kind of abstract? How would you prevent the party from ignoring them? How would you keep the party from treating them all as cannon fodder or "red shirts"? Is this simply a poor idea to use for a game?
 

log in or register to remove this ad

Well, I'm assuming they'd the commanders of this crew? If so, I'd focus on developing out a few personalities amongst the crew, maybe focusing on one or two each session, so that the PC's can get accustomed to them. Give them some quirks, and some reasons for the PC's to care about them - maybe one is the guy they can get extra rum from, or another is a great storyteller who knows all kinds of stories about hte places they go. Another might be the one who can get the PC's rare things when they arrive in dock (wizards who need spell components could love this guy).

That way, when things get nasty and people start getting blown up, they've got some connection to them. It's just like characters in a movie or novel; you have to give the reader (or in this case, the PC's) a reason to sympathize with them.
 

I didn't really have anything specific in mind. I was just kicking around the idea for an adventure. But I guess you're right. I'd have to introduce a guy or two every game and that's really more of a campaign.

Not that I'm nixing the plan, mind you. Just shifting the focus.
 

If you're looking for a quick way to fill in a vast amount of detail, there are some great NPC generators online. Just Google 'NPC generator' and you'll find a whole lot of great work out there. Obviously you don't have to go to this extra step, but it's a lot of fun to be able to quickly describe any NPC the players feel like talking to. Just generate them all, print them out, and quickly assign them to roles or groups. Next time an NPC is called into action, you have everything you need for flavor.

Player: "Okay, I grab nearest guy on the deck and order him to follow me."
DM: "You grab a short, middle aged man with an obvious limp. He mutters, 'Jerrick, m'lord. Me name's Jerrick.' and follows you immediately"

Much better than the usual redshirt treatment.
 

i guess the idea that the PCs are role models or people to look up to isn't enough.

putting themselves in harms way to protect the red shirts may even make them heroes.
 

BiggusGeekus said:
How would you handle PCs aboard a large starship or sailing vessle (e.g. HMS Surprise)?

Would it be kind of abstract? How would you prevent the party from ignoring them? How would you keep the party from treating them all as cannon fodder or "red shirts"? Is this simply a poor idea to use for a game?

Mutiny.
 

Dogbrain said:

This is exactly right. Just introduce an NPC who is disdainful of the PCs. He complains about being sent into dangerous areas. If "redshirts" die, he gives them the evil eye and mutters under his breath. If too many "redshirts" die, the PCs wake up to find their crew holding them down, tying them up, and dumping them off at the nearest deserted, monster-infested island. The mutinous crew would be led, of course, by the disdainful crewman.

Alternatively, secret Diplomacy checks might be made after each event that is harmful to the crew to determine whether the NPC "position" has moved to "Hostile".

It may throw your adventure off track, but the players certainly won't forget it.
 

I would do one one of two things:
1) if this were for a single adventure or small set of adventures, I would detail a couple of specific personalities and then have some random traits handy for handling random interactions (both personality traits like "hostile to strangers" and physical ones like "has an odd crescent scar on one cheek"). I would also invent details on the spot for specific characters, and record those inventions so that the party can go back to "the guy who really wanted an orange" or whatever.
2) Alternatively, you could consider running an entire campaign around this cast. 190 people is certainly a large enough group to keep things interesting for a long time. In this model, the things that would normally be the "adventure" (like travelling to new places, getting attacked by pirates, etc.) become almost the background for a very role-playing centric model. I would come up with a reason why this particular ship was important (possibly because of the PCs, possibly because of something about the ship itself) and then build motivations for the NPCs that justify their presence. There would be cliques and rivalries, possibly secret societies and scheming (and probably at least one NPC who is some sort of other creature in disguise). The general arc would be that things would stay subtle for the first little while, then the PCs would start to uncover some of the funny stuff going on, at which point I'd have a "big event"...probably stranding them aboard the ship unable to do anything but drift, and then put the screws on.
 

Good points, joshc.

I think I'll draft up something with #1. I'm not really ready to shift the entire campaign just yet.

edit: welcome to the forums!
 
Last edited:


Remove ads

Top