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Running NPCs as a long-term party/team member
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<blockquote data-quote="Wolf1066" data-source="post: 5180672" data-attributes="member: 88680"><p>Good point, thecasualoblivion. Aloof and/or passive would work.</p><p></p><p>This afternoon I had a few chuckles imagining playing the character as having a quirky sense of humour and thus all his "suggestions" for what they do are based on cliched and appallingly stupid TV/movie plot devices that would never work in real life, like "how about we just wander all over town and trust the baddies to reveal the location of their extremely well-hidden base by shooting at us when we pass close by" or "let's just go up to all the suspects one at a time and say 'the jig is up, we know everything' - the guilty one will assume we <em>do </em>know and either spill his guts or try to shoot us... either way we've got him" or "let's dress up in overalls and tell the guards that we're here to fix the aircon in the boss's office... they'll let us in" - and have him finish up with "it always works for James Bond/Arnold Schwarznegger/Nancy Drew".</p><p></p><p>Then I had a few more chuckles thinking about how I'd react to someone saying to me, "the jig is up, I know everything":</p><p></p><p>"Oh, you poor dear, your brain must feel like it's bursting. Would you like to sit down and rest?"</p><p></p><p>"Excellent! So tell me, were we created or did we evolve?" (or "who <em>really </em>killed JFK?" "what is the square root of <em>pi</em>?" etc)</p><p></p><p></p><p></p><p>He's the team's techie in case the team needs things repaired, modified or manufactured on the spot or locks need to be bypassed etc, and he's also the one who has all the persuasion and information gathering bonuses.</p><p></p><p>What he finds out can be purely handled by rolling the dice and seeing if the other NPCs feel inclined to unburden their souls to the team or help them out etc - I needn't concern myself with the fact that he (as me) knows exactly what would convince the other NPCs (also me) to respond favourably, just make the straight skill roll with no roleplaying. If the rest of the team suggest bribery or exchange of services, then I can modify accordingly. Likewise, him discovering what's wrong with their vehicle and fixing it would just be a matter of skill rolls.</p><p></p><p>He's also fairly competent with a firearm when it comes down to a scrap, which means they'll have four combatants rather than just three if things get sticky - and I'll let the rest of the team decide whether to stand and fight or head for the tall timber - his initiative base is lower than that of other party members, anyway so the likelihood of him reacting first to a situation is very slim (and there's always the "he's waiting to see what the other side is doing before he acts" gambit if he does get first action).</p></blockquote><p></p>
[QUOTE="Wolf1066, post: 5180672, member: 88680"] Good point, thecasualoblivion. Aloof and/or passive would work. This afternoon I had a few chuckles imagining playing the character as having a quirky sense of humour and thus all his "suggestions" for what they do are based on cliched and appallingly stupid TV/movie plot devices that would never work in real life, like "how about we just wander all over town and trust the baddies to reveal the location of their extremely well-hidden base by shooting at us when we pass close by" or "let's just go up to all the suspects one at a time and say 'the jig is up, we know everything' - the guilty one will assume we [I]do [/I]know and either spill his guts or try to shoot us... either way we've got him" or "let's dress up in overalls and tell the guards that we're here to fix the aircon in the boss's office... they'll let us in" - and have him finish up with "it always works for James Bond/Arnold Schwarznegger/Nancy Drew". Then I had a few more chuckles thinking about how I'd react to someone saying to me, "the jig is up, I know everything": "Oh, you poor dear, your brain must feel like it's bursting. Would you like to sit down and rest?" "Excellent! So tell me, were we created or did we evolve?" (or "who [I]really [/I]killed JFK?" "what is the square root of [I]pi[/I]?" etc) He's the team's techie in case the team needs things repaired, modified or manufactured on the spot or locks need to be bypassed etc, and he's also the one who has all the persuasion and information gathering bonuses. What he finds out can be purely handled by rolling the dice and seeing if the other NPCs feel inclined to unburden their souls to the team or help them out etc - I needn't concern myself with the fact that he (as me) knows exactly what would convince the other NPCs (also me) to respond favourably, just make the straight skill roll with no roleplaying. If the rest of the team suggest bribery or exchange of services, then I can modify accordingly. Likewise, him discovering what's wrong with their vehicle and fixing it would just be a matter of skill rolls. He's also fairly competent with a firearm when it comes down to a scrap, which means they'll have four combatants rather than just three if things get sticky - and I'll let the rest of the team decide whether to stand and fight or head for the tall timber - his initiative base is lower than that of other party members, anyway so the likelihood of him reacting first to a situation is very slim (and there's always the "he's waiting to see what the other side is doing before he acts" gambit if he does get first action). [/QUOTE]
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