Hello everybody,
I'm trying to run a balanced D&D game that's a mix between role-playing, with lots of interesting NPCs who aren't necessarily enemies, and good ol' dice-tossing slaughter.
However, after running a campaign in this style for a few months, I've noticed that what ends up happening (due to my own incompetence) is that the PCs have too many NPCs tagging along with them, and it makes it difficult for me to balance the battles. :/
What's the best way to incorporate NPCs into the campaign world without taking attention away from the PCs? On the one hand, I don't want *all* the NPCs to merely be hapless cannon fodder who run around screaming whenever monsters attack... but on the other hand, there is the risk of the NPCs helping out the PCs too much (due to my miscalculation of challenge levels), and making the encounters too easy, or "kill-stealing" and hogging the glory.
Maybe I need to "pull strings" a little more to keep the NPCs off-camera when fights start. For instance, recently the players needed to get some rangers to follow a trail for them... but I've established that the rangers are about a half-mile ahead of the PCs, so when the PCs get attacked by wandering monsters, the rangers are too far away to help.
I'm running a somewhat political game with no alignments, so I *want* the PCs to encounter a fair amount of NPCs, in some cases as allies, in other cases as foreshadowing so that they might fight them in the future. But (as I learned the hard way from being a player in some especially lame VAMPIRE campaigns) it's no fun playing in a game where the NPCs end up being cooler than the players. Maybe I'm just trying to incorporate too much role-playing? The players' reaction to most NPCs seems to fall on the side of either "This guy sucks, he's a wimp" or "This guy's annoying, he's too powerful, he's hogging all the attention."
At least there's one thing I know always works... the best thing about having lots of NPCs is that monsters can kill them to show how buff the monsters are...
Jason
I'm trying to run a balanced D&D game that's a mix between role-playing, with lots of interesting NPCs who aren't necessarily enemies, and good ol' dice-tossing slaughter.
However, after running a campaign in this style for a few months, I've noticed that what ends up happening (due to my own incompetence) is that the PCs have too many NPCs tagging along with them, and it makes it difficult for me to balance the battles. :/
What's the best way to incorporate NPCs into the campaign world without taking attention away from the PCs? On the one hand, I don't want *all* the NPCs to merely be hapless cannon fodder who run around screaming whenever monsters attack... but on the other hand, there is the risk of the NPCs helping out the PCs too much (due to my miscalculation of challenge levels), and making the encounters too easy, or "kill-stealing" and hogging the glory.
Maybe I need to "pull strings" a little more to keep the NPCs off-camera when fights start. For instance, recently the players needed to get some rangers to follow a trail for them... but I've established that the rangers are about a half-mile ahead of the PCs, so when the PCs get attacked by wandering monsters, the rangers are too far away to help.
I'm running a somewhat political game with no alignments, so I *want* the PCs to encounter a fair amount of NPCs, in some cases as allies, in other cases as foreshadowing so that they might fight them in the future. But (as I learned the hard way from being a player in some especially lame VAMPIRE campaigns) it's no fun playing in a game where the NPCs end up being cooler than the players. Maybe I'm just trying to incorporate too much role-playing? The players' reaction to most NPCs seems to fall on the side of either "This guy sucks, he's a wimp" or "This guy's annoying, he's too powerful, he's hogging all the attention."
At least there's one thing I know always works... the best thing about having lots of NPCs is that monsters can kill them to show how buff the monsters are...
Jason
That'll give the survivors a convincing reason to think twice about hanging around with these dangerous "adventurer" types.