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<blockquote data-quote="(un)reason" data-source="post: 6103395" data-attributes="member: 27780"><p><strong><u>Dragon Issue 311: September 2003</u></strong></p><p></p><p></p><p>part 7/9</p><p></p><p></p><p>DM's toolbox: After looking at the specific topic of guides last issue, Johnn decides to elaborate on hirelings in general. Yet again they're trying to stem the outward flowing tide towards a small unit composed entirely of PC's by pointing out just how much more interesting the game is when you manage a full rotating cast of helpers and hangers-on, many of whom need regular paying, which forces you to regularly deliver the goods or see the gang disband. Did you take out a mortgage to get that equipment and employees, did you go round the universities and hire eager young interns for free. ( and now they've levelled up a bit they want paying or they'll head off to start their own adventuring groups which might grow up to rival yours. ) Do they all follow you on adventures, or are a big chunk of them employees that maintain your castle, run your businesses and investments, sell off your excess treasure etc etc? As with last month, this shows you just how many plot ideas you can get out of adding to your party if you run it right, and that you shouldn't let it put you off if it doesn't work all the time. If it's a challenge to the players as well as a benefit, (and the benefits exceed the costs) you're doing it right. As usual, there's plenty of solid little bits of advice on how to implement this more smoothly, and what kind of hirelings you might benefit from, but never realised you need, as well as the fluffy personality advice we've seen a thousand times before. Johnn is still one of their most reliable columnists.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 6103395, member: 27780"] [B][U]Dragon Issue 311: September 2003[/U][/B] part 7/9 DM's toolbox: After looking at the specific topic of guides last issue, Johnn decides to elaborate on hirelings in general. Yet again they're trying to stem the outward flowing tide towards a small unit composed entirely of PC's by pointing out just how much more interesting the game is when you manage a full rotating cast of helpers and hangers-on, many of whom need regular paying, which forces you to regularly deliver the goods or see the gang disband. Did you take out a mortgage to get that equipment and employees, did you go round the universities and hire eager young interns for free. ( and now they've levelled up a bit they want paying or they'll head off to start their own adventuring groups which might grow up to rival yours. ) Do they all follow you on adventures, or are a big chunk of them employees that maintain your castle, run your businesses and investments, sell off your excess treasure etc etc? As with last month, this shows you just how many plot ideas you can get out of adding to your party if you run it right, and that you shouldn't let it put you off if it doesn't work all the time. If it's a challenge to the players as well as a benefit, (and the benefits exceed the costs) you're doing it right. As usual, there's plenty of solid little bits of advice on how to implement this more smoothly, and what kind of hirelings you might benefit from, but never realised you need, as well as the fluffy personality advice we've seen a thousand times before. Johnn is still one of their most reliable columnists. [/QUOTE]
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