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Conan The RPG: Impressions + Ideas & GM Support
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<blockquote data-quote="Iron_Chef" data-source="post: 1365788" data-attributes="member: 4530"><p>HOW MY GROUP (2 DMs) ALWAYS HANDLED NPCS:</p><p>As we only have ever had 1-3 players at most (usually 1-2), we've always liked having NPCs along, as both DMs and players. It never occurred to me that this was not the way everyone played until coming to ENWorld, LOL. </p><p></p><p>The players would very often run allied NPCs in combat if the GM got too busy or stressed, or didn't feel like it. The Gm still RPed their speech and overruled PC decisions for the NPCs if necessary, but this was generally not an issue, as the PCs often genuinely cared for them and would thus play them intelligently and have them retreat if badly beat up. </p><p></p><p>NPCs give the DM an easy device to drop hints, exaggerate or mislead, they fill gaps in party strength (such as a cleric or rogue when nobody wants to play one) and serve as springboards to further adventures as well as provide subplots/side quests important to the NPC. Having a few fun NPCs along really makes for a good time for all in my group, and allows the DM to have one or more "characters" in case he ever gets to play, to test out different class combos, PrCs, spells, items, or whatever. As long as the DM's pet NPC is treated like any other NPC (meaning he's not suffering from <em>deus ex machina</em> "Elminster Syndrome" and is subject to death and misfortune just like anyone else), there should be no problem. They also help bond the player characters into the world, and to each other. In fact, when such NPCs die or endure hardships, if the bond was particularly strong between them and the PCs, it can make for some fantastic drama and memories. I remember many long-running allied or otherwise friendly NPCs as well or better than my own characters. Many times the PCs would brave all kinds of extra hazards and even death just to rescue a favorite NPC! Sometimes, we'd want to start a mercenary company, run an organization or church, or work with some large group, and the only way to do that was to use tons of NPCs, often in the party. It was a lot of work, but it always resulted in a lot of extra fun, and danger. Those are generally the campaigns I remember the most fondly. </p><p></p><p>BACK TO THE CONAN RPG:</p><p>Having few to no magic items/spells or monsters to deal with makes it easier, yes. It all boils down to common sense and clever real world combat tactics. Even if there is a sorcerer or monster present, very likely there will only be ONE, and that makes it easier, too. Plus, the reduced number of spells available to cast (and the ability to casy whichever your Power Points allow that you know) makes spellcasters easier to manage. They get ridiculously hard to remember, let alone handle, in D&D!</p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 1365788, member: 4530"] HOW MY GROUP (2 DMs) ALWAYS HANDLED NPCS: As we only have ever had 1-3 players at most (usually 1-2), we've always liked having NPCs along, as both DMs and players. It never occurred to me that this was not the way everyone played until coming to ENWorld, LOL. The players would very often run allied NPCs in combat if the GM got too busy or stressed, or didn't feel like it. The Gm still RPed their speech and overruled PC decisions for the NPCs if necessary, but this was generally not an issue, as the PCs often genuinely cared for them and would thus play them intelligently and have them retreat if badly beat up. NPCs give the DM an easy device to drop hints, exaggerate or mislead, they fill gaps in party strength (such as a cleric or rogue when nobody wants to play one) and serve as springboards to further adventures as well as provide subplots/side quests important to the NPC. Having a few fun NPCs along really makes for a good time for all in my group, and allows the DM to have one or more "characters" in case he ever gets to play, to test out different class combos, PrCs, spells, items, or whatever. As long as the DM's pet NPC is treated like any other NPC (meaning he's not suffering from [i]deus ex machina[/i] "Elminster Syndrome" and is subject to death and misfortune just like anyone else), there should be no problem. They also help bond the player characters into the world, and to each other. In fact, when such NPCs die or endure hardships, if the bond was particularly strong between them and the PCs, it can make for some fantastic drama and memories. I remember many long-running allied or otherwise friendly NPCs as well or better than my own characters. Many times the PCs would brave all kinds of extra hazards and even death just to rescue a favorite NPC! Sometimes, we'd want to start a mercenary company, run an organization or church, or work with some large group, and the only way to do that was to use tons of NPCs, often in the party. It was a lot of work, but it always resulted in a lot of extra fun, and danger. Those are generally the campaigns I remember the most fondly. BACK TO THE CONAN RPG: Having few to no magic items/spells or monsters to deal with makes it easier, yes. It all boils down to common sense and clever real world combat tactics. Even if there is a sorcerer or monster present, very likely there will only be ONE, and that makes it easier, too. Plus, the reduced number of spells available to cast (and the ability to casy whichever your Power Points allow that you know) makes spellcasters easier to manage. They get ridiculously hard to remember, let alone handle, in D&D! [/QUOTE]
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