Ghostwind
First Post
One of the biggest problems in the campaigns I've been involved with over the years was the way familiars always wound up being treated as an object. They were acknowledged only when needed, basically brought out of the pack for a specific job and then put back in, so to speak. Hence the whole concept behind Dweomercraft: Familiars. I created a whole chapter on providing personality traits to the familiar to encourage it becoming a more interactive part of the game rather than the convenient object.