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<blockquote data-quote="Kaldaen" data-source="post: 5195570" data-attributes="member: 69206"><p>I've got one from a Star Wars game a couple of years ago. I had been running an original campaign for my friends for a few months, and they had taken their characters from level 7 to 10 in that time.</p><p></p><p>The story had the players investigating the murder of a Jedi Master who had been operating undercover among one of the larger Hutt crime syndicates. Since the characters had only just been promoted to Knight status, and the perpetrators had taken down a Master, I created a couple of NPC allies that would travel with them. I planned to use them as vehicles for in-universe knowledge, to get them access to information that was above their pay-grade, to give them a nudge in the right direction if the players were stuck, and to back them up in combat if necessary. </p><p></p><p>One was a Jedi Investigator, and she had been the handler for the undercover Master who had been slain. I ended up using this character a lot when interacting with the players, and they really enjoyed her role in the story. Even after their characters outgrew the need for an NPC bodyguard, they still insisted on bringing her along as the story advanced.</p><p></p><p>The other character was nowhere near as well developed. She was a bounty hunter, and the party ran into her when they tried to apprehend the mark she was trying to collect on. Beyond that, I really didn't have much of a background for her. The players invited her along anyway, but they didn't like her as a character nearly as much as the Jedi Investigator.</p><p></p><p>Three levels and many sessions later, this bounty hunter was still tagging along with the party, and I still didn't have a really solid reason for her being there. Then the party started looking into a story hook that involved the backstory of one of the player characters. The player had wanted to have a ship so he could be the group's pilot, so he wrote that he had worked for a hyperspace freight service, got tired of answering to a boss and stole the ship. The players discovered that said boss may have had some information that could help them in their investigation, so they went to the headquarters where the pilot used to work. Just in case the boss was holding a grudge, they came prepared to pay for the stolen ship.</p><p></p><p><strong><em>What I should have done</em>:</strong> Upon landing at the spaceport for the freight company, I should have had the bounty hunter insist on going with the players to see the owner. When they entered the main office, I would have had the boss exchange pleasantries with the party, disarming them with kindness, and acting as though he was willing to let bygones be bygones. Then I would have had him start addressing the bounty hunter on very familiar terms, at which point she would have drawn her weapons and held the group's pilot at gunpoint, stating that she was there to collect the bounty that the boss had put out for him.</p><p></p><p><strong><em>What I actually did</em>:</strong> I left her on the ship. I didn't realize the potential there until we had taken a break for dinner that evening. By that time the players had met with the boss, smoothed things over with him by purchasing the deed to the ship, and then picked his brain about the things he might have known regarding their investigation.</p><p></p><p>As the story moved forward, the bounty hunter NPC became less and less of a factor, until she faded out of the collective consciousness entirely. We finished the arc that she was involved in some time ago, but I may try to reintroduce her as a story-driving character if we revisit the campaign.</p></blockquote><p></p>
[QUOTE="Kaldaen, post: 5195570, member: 69206"] I've got one from a Star Wars game a couple of years ago. I had been running an original campaign for my friends for a few months, and they had taken their characters from level 7 to 10 in that time. The story had the players investigating the murder of a Jedi Master who had been operating undercover among one of the larger Hutt crime syndicates. Since the characters had only just been promoted to Knight status, and the perpetrators had taken down a Master, I created a couple of NPC allies that would travel with them. I planned to use them as vehicles for in-universe knowledge, to get them access to information that was above their pay-grade, to give them a nudge in the right direction if the players were stuck, and to back them up in combat if necessary. One was a Jedi Investigator, and she had been the handler for the undercover Master who had been slain. I ended up using this character a lot when interacting with the players, and they really enjoyed her role in the story. Even after their characters outgrew the need for an NPC bodyguard, they still insisted on bringing her along as the story advanced. The other character was nowhere near as well developed. She was a bounty hunter, and the party ran into her when they tried to apprehend the mark she was trying to collect on. Beyond that, I really didn't have much of a background for her. The players invited her along anyway, but they didn't like her as a character nearly as much as the Jedi Investigator. Three levels and many sessions later, this bounty hunter was still tagging along with the party, and I still didn't have a really solid reason for her being there. Then the party started looking into a story hook that involved the backstory of one of the player characters. The player had wanted to have a ship so he could be the group's pilot, so he wrote that he had worked for a hyperspace freight service, got tired of answering to a boss and stole the ship. The players discovered that said boss may have had some information that could help them in their investigation, so they went to the headquarters where the pilot used to work. Just in case the boss was holding a grudge, they came prepared to pay for the stolen ship. [B][I]What I should have done[/I]:[/B] Upon landing at the spaceport for the freight company, I should have had the bounty hunter insist on going with the players to see the owner. When they entered the main office, I would have had the boss exchange pleasantries with the party, disarming them with kindness, and acting as though he was willing to let bygones be bygones. Then I would have had him start addressing the bounty hunter on very familiar terms, at which point she would have drawn her weapons and held the group's pilot at gunpoint, stating that she was there to collect the bounty that the boss had put out for him. [B][I]What I actually did[/I]:[/B] I left her on the ship. I didn't realize the potential there until we had taken a break for dinner that evening. By that time the players had met with the boss, smoothed things over with him by purchasing the deed to the ship, and then picked his brain about the things he might have known regarding their investigation. As the story moved forward, the bounty hunter NPC became less and less of a factor, until she faded out of the collective consciousness entirely. We finished the arc that she was involved in some time ago, but I may try to reintroduce her as a story-driving character if we revisit the campaign. [/QUOTE]
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