Barastrondo
First Post
So as a DM, I try to keep all of the NPCs out of the limelight as much as possible. They might have a library they PCs can use, or can answer a discrete question the PCs have, but generally, I want the PCs to use their own skills discover the location of the McGuffin, solve the mystery etc.
To some extent, I'm the same way. In others, though, I have a fondness for NPCs who can provide information that kick-starts a game session. For example, the spymaster who can let you know where your next target is so that within fifteen minutes, you're scouting out the perimeter. The spymaster may not come with you, mind, but he might dispatch a guide or agent to show you to the next locale of importance.
I have no problem with NPCs being enablers that do things the PCs can't or won't. It just depends on what they're enabling. If I get together with one group only once a year or so, I'm happy to skip the "let the PCs do the investigation" phase and move right to the meat of the action. Similarly, if the PCs don't have anyone in the group who knows or cares about arcane knowledge, a sage is useful there. Essentially, I like them to provide the exposition and aid that the players ask for, rather than dumping on the stuff that the players were happy to handle themselves.