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Running NPCs as a long-term party/team member
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<blockquote data-quote="CharlesRyan" data-source="post: 5181747" data-attributes="member: 5265"><p>In a typical high-fantasy D&D campaign, I avoid it like the plague. I have no problem with recurring NPCs (in fact I like them for campaign continuity reasons), and I like to give them some development, but they are distinctly part of the background. I've never included one in a regular adventuring party. I think it would just be a distraction from what the game is about.</p><p></p><p>On the other hand, my current campaign is Ars Magica derived (henchmen thus expected) and set in a reasonably true-to-life medieval Europe. The party of 4 PCs is currently on the road with a total entourage of perhaps 15 people and a dozen horses (this is more than normal for them, but there is always some sort of entourage). Squires and pages, ladies in waiting, servants, mounts (for the knights, more than one each), pack animals, and hounds. People to cook, clean armour, care for the horses, guard the camp at night, carry all that crap around, and make the PCs look important.</p><p></p><p>Here's how I make it all work:</p><p></p><ul> <li data-xf-list-type="ul">Most of the NPCs are dependents, not combatants</li> <li data-xf-list-type="ul">Those that are combatants are capable, but significantly less so than the PCs</li> <li data-xf-list-type="ul">There's a tacit understanding among the players and myself that the PCs are the heroes</li> <li data-xf-list-type="ul">Based on the above, the combatant NPCs are generally given tasks--like guarding the camp or defending the noncombatants--that free up the PCs for the heavy lifting (that's the players' mandate, not mine)</li> <li data-xf-list-type="ul">All that said, the recurring NPCs tend to have something they're good at--something they can add to the party. One is particularly good at gathering information, another has a very keen tactical sense. This gives them a touch of individuality and makes them a resource of value to the players, but the narrowness of their capabilities, even when they rival the PCs, prevents them from ever competing in overall heroicness.</li> <li data-xf-list-type="ul">Finally, many of them have personality quirks that can balance out their value. Not enough to make them annoying or a liability (usually), but enough so that they aren't simply a freebie to the party.</li> </ul><p></p><p>It goes without saying that they all have names and at least a broad-brush description and personality. Even the horses, for the most part.</p></blockquote><p></p>
[QUOTE="CharlesRyan, post: 5181747, member: 5265"] In a typical high-fantasy D&D campaign, I avoid it like the plague. I have no problem with recurring NPCs (in fact I like them for campaign continuity reasons), and I like to give them some development, but they are distinctly part of the background. I've never included one in a regular adventuring party. I think it would just be a distraction from what the game is about. On the other hand, my current campaign is Ars Magica derived (henchmen thus expected) and set in a reasonably true-to-life medieval Europe. The party of 4 PCs is currently on the road with a total entourage of perhaps 15 people and a dozen horses (this is more than normal for them, but there is always some sort of entourage). Squires and pages, ladies in waiting, servants, mounts (for the knights, more than one each), pack animals, and hounds. People to cook, clean armour, care for the horses, guard the camp at night, carry all that crap around, and make the PCs look important. Here's how I make it all work: [LIST] [*]Most of the NPCs are dependents, not combatants [*]Those that are combatants are capable, but significantly less so than the PCs [*]There's a tacit understanding among the players and myself that the PCs are the heroes [*]Based on the above, the combatant NPCs are generally given tasks--like guarding the camp or defending the noncombatants--that free up the PCs for the heavy lifting (that's the players' mandate, not mine) [*]All that said, the recurring NPCs tend to have something they're good at--something they can add to the party. One is particularly good at gathering information, another has a very keen tactical sense. This gives them a touch of individuality and makes them a resource of value to the players, but the narrowness of their capabilities, even when they rival the PCs, prevents them from ever competing in overall heroicness. [*]Finally, many of them have personality quirks that can balance out their value. Not enough to make them annoying or a liability (usually), but enough so that they aren't simply a freebie to the party. [/LIST] It goes without saying that they all have names and at least a broad-brush description and personality. Even the horses, for the most part. [/QUOTE]
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