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Off Screen NPCs Purely Detrimental?
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<blockquote data-quote="Jackelope King" data-source="post: 4027777" data-attributes="member: 31454"><p>A gather information check.</p><p></p><p>And in all fairness, you present a gross exaggeration. Again, going back to my M&M game, one of the players introduced a new character whose wife was a prosecutor. In one of his earlier adventures, the character's wife was caught in a hostage situation at the court house when a metahuman decided he didn't like his sentence. It added extra tension and interest to a mission which otherwise might have been humdrum. And this wasn't any sort of attempt to "punish" the player for having a character with interpersonal relationships: it was a means by which to explore those relationships and give the character who's loved one was in danger a chance to be in the spotlight. My own character had to go on a mission her first week on the job to rescue her mother from a demon cult. A few days after that, the other PCs' old archnemesis showed up.</p><p></p><p>I've done this in games that I've run too. The key is not to punish the player, but rather to give the player the spotlight for awhile, since it's their character's relation who's in danger, and they're the ones who are going to have to really step up to save the day. It's an opportunity, not a punishment. (I also like being able to reward characters for this with a mechanic like hero points). In short, it's a good way to give the player with the complication some time in the spotlight and help forge more links for the character to the world they live in.</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 4027777, member: 31454"] A gather information check. And in all fairness, you present a gross exaggeration. Again, going back to my M&M game, one of the players introduced a new character whose wife was a prosecutor. In one of his earlier adventures, the character's wife was caught in a hostage situation at the court house when a metahuman decided he didn't like his sentence. It added extra tension and interest to a mission which otherwise might have been humdrum. And this wasn't any sort of attempt to "punish" the player for having a character with interpersonal relationships: it was a means by which to explore those relationships and give the character who's loved one was in danger a chance to be in the spotlight. My own character had to go on a mission her first week on the job to rescue her mother from a demon cult. A few days after that, the other PCs' old archnemesis showed up. I've done this in games that I've run too. The key is not to punish the player, but rather to give the player the spotlight for awhile, since it's their character's relation who's in danger, and they're the ones who are going to have to really step up to save the day. It's an opportunity, not a punishment. (I also like being able to reward characters for this with a mechanic like hero points). In short, it's a good way to give the player with the complication some time in the spotlight and help forge more links for the character to the world they live in. [/QUOTE]
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