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General Tabletop Discussion
*Dungeons & Dragons
Baldur's Gate has great companion character arcs. Are such things possible or even desirable in published adventure paths?
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<blockquote data-quote="jgsugden" data-source="post: 9173505" data-attributes="member: 2629"><p>I have two answers here:</p><p></p><p>1.) For a published adventure - only in very limited circumstances. If you have an NPC that is supposed to spend prolonged time with the PCs, I think it is wise to give the NPC some depth so that they don't get boring or turn into one liners and comic relief. If that is the case, I'd expect the writer to give the DM the materials to give that NPC depth. This would include their own goals, their own personality quirks, and their own storylines that the PCs can facilitate. This is the only situation where I'd expect an author to include these elements within the module ... however...</p><p></p><p>2.) Either within a published adventure or a homebrew adventure - follow the interests of the players and PCs. If they take a shine to an NPC, you should adapt and work that NPC in further. A famous (infamous?) example here is a kobold named Meepo. IYKYK. Many groups that encountered this little guy took a shine to him in his published adventure. There were lots of shared stories here and elsewhere about how this 'monster' ended up joining the PCs and becoming a party of the party. This was so widely recognized that WotC/Wizkids gave him his own mini reflecting him not as he was originally found - but as a high level adventurer.</p><p></p><p>When the PCs/players take a shine to an NPC like that, the DM should build around it and give the NPC storylines and traits that drive the game. They should be storylines designed for the PCs to play a starring role in advancing, but they should focus on the NPC to give them depth and a place in the campaign. This is not something a publisher should anticipate and prepare, but is instead something a DM should build organically as the opportunity develops.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9173505, member: 2629"] I have two answers here: 1.) For a published adventure - only in very limited circumstances. If you have an NPC that is supposed to spend prolonged time with the PCs, I think it is wise to give the NPC some depth so that they don't get boring or turn into one liners and comic relief. If that is the case, I'd expect the writer to give the DM the materials to give that NPC depth. This would include their own goals, their own personality quirks, and their own storylines that the PCs can facilitate. This is the only situation where I'd expect an author to include these elements within the module ... however... 2.) Either within a published adventure or a homebrew adventure - follow the interests of the players and PCs. If they take a shine to an NPC, you should adapt and work that NPC in further. A famous (infamous?) example here is a kobold named Meepo. IYKYK. Many groups that encountered this little guy took a shine to him in his published adventure. There were lots of shared stories here and elsewhere about how this 'monster' ended up joining the PCs and becoming a party of the party. This was so widely recognized that WotC/Wizkids gave him his own mini reflecting him not as he was originally found - but as a high level adventurer. When the PCs/players take a shine to an NPC like that, the DM should build around it and give the NPC storylines and traits that drive the game. They should be storylines designed for the PCs to play a starring role in advancing, but they should focus on the NPC to give them depth and a place in the campaign. This is not something a publisher should anticipate and prepare, but is instead something a DM should build organically as the opportunity develops. [/QUOTE]
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General Tabletop Discussion
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Baldur's Gate has great companion character arcs. Are such things possible or even desirable in published adventure paths?
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