TheDelphian
Explorer
I frequently have frequently used DM npc's. I like them and often so does my group. I usually try for them to be a servant or otherwise subservient member of the group. This also usually allows them to be weaker in terms of power to the group. They are there to support the group, guard the horses or other sensible duties that do not put them in direct danger or affect the group.
I like them because I can use them as a more natural way to interact with the world, when Players become stuck forget information or otherwise need some help the NPC may offer that help like a good assistant. They don't have information the party didn't unless they (the characters/players) sent them to gather information. They may make light suggestions to redirect the party when they are in a rut. I find this works better, for me, then having to step in as GM when the players/characters are spinning their wheels. A little of that is fine and natural a lot is frustrating. I find players feel less "Dumb/Forgetful" when their servant reminds them of something than I do a a DM. Could just be a matter of perception.
My NPC's try to follow simple set of rules.
1) Clearly defined personality. I and The players know what they will do or how they will act 90% of the time.
2) They are less powerful than the players while maybe shoring a weakness in the group.
3) They don't know anything more about the "Plot" or circumstances than the player.
4) They are not there to rescue players unless that was part of the plan previously established.
5) They mostly avoid combat but if loyal and well treated will perhaps do something. This depends greatly on their skill and abilities. No reason they can't be a lifesaver as long as the players/characters don't count on it or expect it.
6) The Npc spends no more resources they possess on the party then the party has spent on them. If a party got them raised and this is why the Servant feels loyalty and offers service or rescued them then that servant may risk more than one just getting a pay check. I shoot for realism in that sense.
Just some thoughts
I like them because I can use them as a more natural way to interact with the world, when Players become stuck forget information or otherwise need some help the NPC may offer that help like a good assistant. They don't have information the party didn't unless they (the characters/players) sent them to gather information. They may make light suggestions to redirect the party when they are in a rut. I find this works better, for me, then having to step in as GM when the players/characters are spinning their wheels. A little of that is fine and natural a lot is frustrating. I find players feel less "Dumb/Forgetful" when their servant reminds them of something than I do a a DM. Could just be a matter of perception.
My NPC's try to follow simple set of rules.
1) Clearly defined personality. I and The players know what they will do or how they will act 90% of the time.
2) They are less powerful than the players while maybe shoring a weakness in the group.
3) They don't know anything more about the "Plot" or circumstances than the player.
4) They are not there to rescue players unless that was part of the plan previously established.
5) They mostly avoid combat but if loyal and well treated will perhaps do something. This depends greatly on their skill and abilities. No reason they can't be a lifesaver as long as the players/characters don't count on it or expect it.
6) The Npc spends no more resources they possess on the party then the party has spent on them. If a party got them raised and this is why the Servant feels loyalty and offers service or rescued them then that servant may risk more than one just getting a pay check. I shoot for realism in that sense.
Just some thoughts