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Building Rapport b/w PCs and NPCs
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1581033" data-attributes="member: 16936"><p>I have terrible luck trying to make an NPC that the PCs will like; usually I just make a lot of NPCs, wait until I see which one they like, and then abandon the ones they spurned. Or let the players have contacts, because that way they make their <em>own</em> NPCs that they're guaranteed to like. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>But obviously, that won't work here.</p><p></p><p>I'd go along with Bendris Noulg for the most part, but maybe with more emphasis on making this guy helpful. One of the few things I've found that seems to make PCs like NPCs more is when they're actually <em>helpful</em>.</p><p></p><p>So if all the PCs are going to work for this guy, I'd say have it be more of a partnership than a leader/follower arrangement. Make the NPC really like and rely on the party. When they ask him for assistance, he doesn't hesitate to provide as much as he can (and more than is actually safe or sane for him to provide under most circumstances). If they get in a jam, he does everything in his power to help them out. He doesn't lie to them, cheat them, treat them as inferiors, go out of his way to prove how much cooler he is than they are, or do other similarly negative things. If they ask for something he can't provide, he apologizes for not being able to give them that but also provides the next best thing, because he isn't stingy.</p><p></p><p>I figure most players, when confronted with an NPC mission-provider like that (one which is almost diametrically opposed to every other NPC leader-type they've met in other games), might actually end up liking him. Then when he gets captured, they might think about trying to get him back instead of thinking "Hey, looks like we're in charge now!"</p><p></p><p>Worth a shot, anyway. </p><p></p><p></p><p>Oh, and for your own sake, make sure the players know that they're going to be making characters who are going to be working for this resistance movement, and that they're all completely on board with the idea. It'll be hard to get them to have any kind of loyalty to the leader if they aren't even interested in being loyal to the movement.</p><p></p><p>--</p><p>i'm sure you're already doing that, but if you weren't, it's worth it to warn you</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1581033, member: 16936"] I have terrible luck trying to make an NPC that the PCs will like; usually I just make a lot of NPCs, wait until I see which one they like, and then abandon the ones they spurned. Or let the players have contacts, because that way they make their [i]own[/i] NPCs that they're guaranteed to like. ;) But obviously, that won't work here. I'd go along with Bendris Noulg for the most part, but maybe with more emphasis on making this guy helpful. One of the few things I've found that seems to make PCs like NPCs more is when they're actually [i]helpful[/i]. So if all the PCs are going to work for this guy, I'd say have it be more of a partnership than a leader/follower arrangement. Make the NPC really like and rely on the party. When they ask him for assistance, he doesn't hesitate to provide as much as he can (and more than is actually safe or sane for him to provide under most circumstances). If they get in a jam, he does everything in his power to help them out. He doesn't lie to them, cheat them, treat them as inferiors, go out of his way to prove how much cooler he is than they are, or do other similarly negative things. If they ask for something he can't provide, he apologizes for not being able to give them that but also provides the next best thing, because he isn't stingy. I figure most players, when confronted with an NPC mission-provider like that (one which is almost diametrically opposed to every other NPC leader-type they've met in other games), might actually end up liking him. Then when he gets captured, they might think about trying to get him back instead of thinking "Hey, looks like we're in charge now!" Worth a shot, anyway. Oh, and for your own sake, make sure the players know that they're going to be making characters who are going to be working for this resistance movement, and that they're all completely on board with the idea. It'll be hard to get them to have any kind of loyalty to the leader if they aren't even interested in being loyal to the movement. -- i'm sure you're already doing that, but if you weren't, it's worth it to warn you ryan [/QUOTE]
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