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"A World Worth Saving": Chris Perkins on NPCs and GMing style
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<blockquote data-quote="delericho" data-source="post: 6093883" data-attributes="member: 22424"><p>I basically agree with all of this. Although most PCs will decide to go save the world, simply by virtue of the fact that that's where the adventure lies, it really helps if they have good in-character reasons to do so.</p><p></p><p></p><p></p><p>Indeed. Although here, I'm inclined to take his meaning in one of three ways...</p><p></p><p>- Have an NPC solve a <em>small</em> problem. That way, there's no danger of the PCs having their thunder stolen.</p><p></p><p>- Have an NPC solve an <em>occasional</em> problem. Again, if it happens once in a while, the PCs should be fine with it - after all, they're also more than pulling their weight!</p><p></p><p>- Have an NPC solve a problem <em>as a fallback</em>. This is the one that I wouldn't want to use, precisely for the reason you give. However, if I find that the players are stuck and getting frustrated, sometimes it's best just to cut your losses, have the NPC step in, and let the PCs get on with being awesome.</p><p></p><p></p><p></p><p>That's true.</p><p></p><p>But then, one of my very best gaming stories came out of exactly that: The group were playing through the "Shackled City" AP, and were being accompanied by a wizard who was set to betray them. When the time inevitably came, the wizard got his surprise round, and then we rolled initiative. The first action fell to the PC paladin, who charged the wizard, attacked with a two-handed axe using Power Attack, scored a crit, and did 120+ points of damage, killing the wizard outright!</p></blockquote><p></p>
[QUOTE="delericho, post: 6093883, member: 22424"] I basically agree with all of this. Although most PCs will decide to go save the world, simply by virtue of the fact that that's where the adventure lies, it really helps if they have good in-character reasons to do so. Indeed. Although here, I'm inclined to take his meaning in one of three ways... - Have an NPC solve a [i]small[/i] problem. That way, there's no danger of the PCs having their thunder stolen. - Have an NPC solve an [i]occasional[/i] problem. Again, if it happens once in a while, the PCs should be fine with it - after all, they're also more than pulling their weight! - Have an NPC solve a problem [i]as a fallback[/i]. This is the one that I wouldn't want to use, precisely for the reason you give. However, if I find that the players are stuck and getting frustrated, sometimes it's best just to cut your losses, have the NPC step in, and let the PCs get on with being awesome. That's true. But then, one of my very best gaming stories came out of exactly that: The group were playing through the "Shackled City" AP, and were being accompanied by a wizard who was set to betray them. When the time inevitably came, the wizard got his surprise round, and then we rolled initiative. The first action fell to the PC paladin, who charged the wizard, attacked with a two-handed axe using Power Attack, scored a crit, and did 120+ points of damage, killing the wizard outright! [/QUOTE]
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"A World Worth Saving": Chris Perkins on NPCs and GMing style
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