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*TTRPGs General
Running NPCs as a long-term party/team member
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<blockquote data-quote="Wolf1066" data-source="post: 5180371" data-attributes="member: 88680"><p>Any GMs out there do this or do you avoid it like the plague?</p><p></p><p>I've found it necessary from time to time to make up party/team numbers - generally to provide a necessary (to complete the campaign) skill set that only another character can bring (rather than loading up the player characters with more skill levels... aged 23 and already an expert in electronic security systems, ancient civilisations, six languages and nuclear physics - yeah, right!).</p><p></p><p>I don't find it as much fun as playing a proper character in someone else's campaign/scenario - I know everything about the scenario we're playing, which NPCs to trust, which have agendas (and what they are), where the traps are and where the "treasure" is.</p><p></p><p>This means I have to basically make the character more of a follower than an innovator - I have to take my lead from what the other players are doing, sometimes to the point where you've got to wonder if the character's intelligence is really as high as his stats suggest. Really smart at translating ancient Sumarian when asked and can quote <em>pi </em>to 76 decimal places if you want him to - but doesn't actually come up with any ideas, does not work things out for himself based on what the (other) NPCs are saying.</p><p></p><p>When I'm playing, I like pitting my wits against the scenario writer/GM and trying to work out as much of what's going on as I can - do my bit to further the team's objectives. I'm constantly searching for whatever subtle hints the GM is giving out and making assessments based on what my character is supposed to be good at.</p><p></p><p>I can't do that as an NPC as there are no mysteries for me. </p><p></p><p>instead, I have to walk a fine line between playing it as an utter moron and using it to reveal too much. The players can decide if they trust any given NPC and formulate opinions, as GM, I know whether they are right or not - therefore so does the "team character" I'm playing.</p><p></p><p>I have to constantly keep track of what the team NPC knows about the other characters based on what has been revealed in game - to decrease the risk of him revealing stuff not revealed - it's a pain as I know more about the player characters than the players do and it's hard to avoid dropping in something the team NPC should not know because the player has not chosen to reveal that part of their background/skills to the team as yet.</p><p></p><p>Reason why I'm ruminating on this is: the team is short a character - player not available to play - whose skills will be necessary in the campaign so I'm looking at the strong likelihood that I'm going to have to run with the foxes while hunting with the hounds.</p><p></p><p>How do other GMs handle the situation?</p></blockquote><p></p>
[QUOTE="Wolf1066, post: 5180371, member: 88680"] Any GMs out there do this or do you avoid it like the plague? I've found it necessary from time to time to make up party/team numbers - generally to provide a necessary (to complete the campaign) skill set that only another character can bring (rather than loading up the player characters with more skill levels... aged 23 and already an expert in electronic security systems, ancient civilisations, six languages and nuclear physics - yeah, right!). I don't find it as much fun as playing a proper character in someone else's campaign/scenario - I know everything about the scenario we're playing, which NPCs to trust, which have agendas (and what they are), where the traps are and where the "treasure" is. This means I have to basically make the character more of a follower than an innovator - I have to take my lead from what the other players are doing, sometimes to the point where you've got to wonder if the character's intelligence is really as high as his stats suggest. Really smart at translating ancient Sumarian when asked and can quote [I]pi [/I]to 76 decimal places if you want him to - but doesn't actually come up with any ideas, does not work things out for himself based on what the (other) NPCs are saying. When I'm playing, I like pitting my wits against the scenario writer/GM and trying to work out as much of what's going on as I can - do my bit to further the team's objectives. I'm constantly searching for whatever subtle hints the GM is giving out and making assessments based on what my character is supposed to be good at. I can't do that as an NPC as there are no mysteries for me. instead, I have to walk a fine line between playing it as an utter moron and using it to reveal too much. The players can decide if they trust any given NPC and formulate opinions, as GM, I know whether they are right or not - therefore so does the "team character" I'm playing. I have to constantly keep track of what the team NPC knows about the other characters based on what has been revealed in game - to decrease the risk of him revealing stuff not revealed - it's a pain as I know more about the player characters than the players do and it's hard to avoid dropping in something the team NPC should not know because the player has not chosen to reveal that part of their background/skills to the team as yet. Reason why I'm ruminating on this is: the team is short a character - player not available to play - whose skills will be necessary in the campaign so I'm looking at the strong likelihood that I'm going to have to run with the foxes while hunting with the hounds. How do other GMs handle the situation? [/QUOTE]
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