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<blockquote data-quote="John Morrow" data-source="post: 2089214" data-attributes="member: 27012"><p>In my experience, the players tolerate recurring NPCs travelling with them so long as the NPC doesn't outshine the PCs, make the final decisions, or constantly serve as the GM's biased voice in the game to lead the players down the train tracks of the adventure. Even then, recurring NPCs can bother some players. </p><p></p><p>For my primary campaign, I have four players but nobody in the group wanted to play a Rogue, which seemed like a critical omission. In response, I created an NPC to travel with the group who was a Rogue/Wizard. Since the party already had a Sorcerer, I purposely crippled the NPC so she couldn't do flashy damage spells. She's a Transmuter who can't do either Evocations or Necromancy so she'll never be throwing the big damage spells. She also had a 9 Wisdom, so I played her as a bit of a passive ditz so that nobody would turn to her as a major decision-maker for the party. The NPC is intelligent so I sometimes use her to pass along important obvious observations or warnings to the party but try not to go overboard with that.</p><p></p><p>Since that Sorcerer died early on, the Druid has stepped up to do most of the ranged damage spells. That gives him something nifty to do. And the decisions are made by two "alpha" characters in consultation with the other two. The NPC pretty much goes along with whatever the rest of the party decides and is primarily used for traps, support casting, and role-playing involving a romantic involvement with one of the PCs.</p><p></p><p>Even then, one of the players has made some complaints, primarily about how that NPC sucks up a portion of the treasure and XP just like a PC would. As a result, the "B" campaign (for the players who can usually play) has no tagalong NPCs.</p></blockquote><p></p>
[QUOTE="John Morrow, post: 2089214, member: 27012"] In my experience, the players tolerate recurring NPCs travelling with them so long as the NPC doesn't outshine the PCs, make the final decisions, or constantly serve as the GM's biased voice in the game to lead the players down the train tracks of the adventure. Even then, recurring NPCs can bother some players. For my primary campaign, I have four players but nobody in the group wanted to play a Rogue, which seemed like a critical omission. In response, I created an NPC to travel with the group who was a Rogue/Wizard. Since the party already had a Sorcerer, I purposely crippled the NPC so she couldn't do flashy damage spells. She's a Transmuter who can't do either Evocations or Necromancy so she'll never be throwing the big damage spells. She also had a 9 Wisdom, so I played her as a bit of a passive ditz so that nobody would turn to her as a major decision-maker for the party. The NPC is intelligent so I sometimes use her to pass along important obvious observations or warnings to the party but try not to go overboard with that. Since that Sorcerer died early on, the Druid has stepped up to do most of the ranged damage spells. That gives him something nifty to do. And the decisions are made by two "alpha" characters in consultation with the other two. The NPC pretty much goes along with whatever the rest of the party decides and is primarily used for traps, support casting, and role-playing involving a romantic involvement with one of the PCs. Even then, one of the players has made some complaints, primarily about how that NPC sucks up a portion of the treasure and XP just like a PC would. As a result, the "B" campaign (for the players who can usually play) has no tagalong NPCs. [/QUOTE]
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