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Why do we have bandit scenarios?
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<blockquote data-quote="delericho" data-source="post: 5717515" data-attributes="member: 22424"><p>Returning for a while to the blog post quoted in your OP...</p><p></p><p></p><p></p><p>One trick that DMs can use (and pregen adventures can definitely help with) is the 'sample NPC'.</p><p></p><p>Basically, in addition to statting up a bunch of different bandits (the five types listed above are mostly fine), you also give fluff for a number of individual bandits <em>but don't include these characters with the particular groups encountered</em>. Instead, whenever the PCs interact with one of the groups, you grab one of the sample NPCs from the list, and use that character as the 'face' of the group.</p><p></p><p>So, the PCs encounter a bunch of bandits, and engage them in conversation. At this point, one of the previously-nameless bandits becomes... Thomas, a young man who tried his luck in the army but panicked the first time he saw combat and deserted. Thomas is a decent lad in a tough spot, who would like nothing better than to return home. He's then the guy who does almost all of the talking with the PCs.</p><p></p><p>Later, the PCs ambush a group of bandits, driving some off, but taking a captive. They interrogate their captive, who ceases to be just another nameless bandit, and instead becomes... Durden, a blacksmith prone to alcoholism and violence. After murdering his wife in a rage, he fled town and became a bandit, a profession he loves as he can finally revel in his brutal nature.</p><p></p><p>And so on.</p><p></p><p>That way, if you have 40 bandits, you probably have about 8 encounters, so you can provide 8-10 sample NPCs. That way, the PCs can interact with the bandits, the DM always has a named and detailed NPC ready, and the players will never know the difference!</p><p></p><p>(The sample NPCs would be in addition to the specific individuals named and detailed for their role in the adventure, of course.)</p></blockquote><p></p>
[QUOTE="delericho, post: 5717515, member: 22424"] Returning for a while to the blog post quoted in your OP... One trick that DMs can use (and pregen adventures can definitely help with) is the 'sample NPC'. Basically, in addition to statting up a bunch of different bandits (the five types listed above are mostly fine), you also give fluff for a number of individual bandits [i]but don't include these characters with the particular groups encountered[/i]. Instead, whenever the PCs interact with one of the groups, you grab one of the sample NPCs from the list, and use that character as the 'face' of the group. So, the PCs encounter a bunch of bandits, and engage them in conversation. At this point, one of the previously-nameless bandits becomes... Thomas, a young man who tried his luck in the army but panicked the first time he saw combat and deserted. Thomas is a decent lad in a tough spot, who would like nothing better than to return home. He's then the guy who does almost all of the talking with the PCs. Later, the PCs ambush a group of bandits, driving some off, but taking a captive. They interrogate their captive, who ceases to be just another nameless bandit, and instead becomes... Durden, a blacksmith prone to alcoholism and violence. After murdering his wife in a rage, he fled town and became a bandit, a profession he loves as he can finally revel in his brutal nature. And so on. That way, if you have 40 bandits, you probably have about 8 encounters, so you can provide 8-10 sample NPCs. That way, the PCs can interact with the bandits, the DM always has a named and detailed NPC ready, and the players will never know the difference! (The sample NPCs would be in addition to the specific individuals named and detailed for their role in the adventure, of course.) [/QUOTE]
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