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Author Topic: Favorite NPC's  (Read 1295 times)
EMPheonix
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« on: March 13, 2009, 06:59:18 PM »

Hey folks.  I've GM'ed for a long time and found that some of the coolest/most memorable NPC's come about by shear luck or unintended interactives within the game that result in something awesome.  Anybody (GM or player) got a favorite NPC?  Who was it and how did ya'll meet them?
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C.E. Rocco
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« Reply #1 on: March 28, 2009, 08:27:56 PM »

Hey EMPheonix, welcome to our boards.

Sorry about the spammers, I am trying to get people to watch for that stuff and clean it up.

The best NPC we ever had was Ardick.  He was just a simple sage, but he always offered advice and even got in a fight, once.  He was really great because all of the other DM NPCs were just lame and never put thier neck out on a limb.
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EMPheonix
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« Reply #2 on: April 01, 2009, 01:41:31 PM »

I've never had the opportunity to work with a sage.  You are right, most NPC's tend to be pretty lame, but it IS one other thing for a DM to track and the new DM's sometimes have a hard time with keeping from plot-holing themselves.  Although some get pretty good.  Personally, when I DM, I like NPC's to be worth something but not forced to lead the players along my plots.  One of the games I played in, the GM introduced us to a band of performers that were really good with weapons.  Albino barbarian woman, Gnome Bard, Elvish rogue, and a weird mage who seemed to be obsessed with sheep (I didn't understand him either).  The did really good in combat but the GM loaded us with more suffering to compensate for the extra help.  I would have been easier, maybe, if we had been on our own without tons of other people to worry about.  But it was fun.
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C.E. Rocco
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« Reply #3 on: April 01, 2009, 08:27:09 PM »

I've never had the opportunity to work with a sage.  You are right, most NPC's tend to be pretty lame, but it IS one other thing for a DM to track and the new DM's sometimes have a hard time with keeping from plot-holing themselves.  Although some get pretty good.  Personally, when I DM, I like NPC's to be worth something but not forced to lead the players along my plots.  One of the games I played in, the GM introduced us to a band of performers that were really good with weapons.  Albino barbarian woman, Gnome Bard, Elvish rogue, and a weird mage who seemed to be obsessed with sheep (I didn't understand him either).  The did really good in combat but the GM loaded us with more suffering to compensate for the extra help.  I would have been easier, maybe, if we had been on our own without tons of other people to worry about.  But it was fun.
First, thanks for the first post one our forums.  We are trying to spread the word and in our next issue we will have an article informing others about the new forum, so please, spread the word.

Second, my almost 30 years of DMing has been filled with pretty much all PCs doing the following with NPCs:

DM: there is a long hallway before you and a door with skull mounted on the center at the very end.
PCs:  we have the NPC go down the hall and open the door

It is a hard trade off trying to find an even ground between offering the PCs a little extra help and giving them a tool to exploit.  I think this is inspiring me to write a new article Smiley

I try to give PCs NPCs that fill in some of the weak points of the party but I enforce a strict, "the NPC won't do anything the party won't" attitude.  Most NPCs that the DM gives us when I play a PC tend to be very lame, not wanting to attack or not wanting to do more than attack from a safe distance and run when things get too nuts. 

In the G&G campaign ran by DM Paul, a Simple Life Campaign (which is what Robillard’s Tales and his campaign building articles is based in) Paul had a really bad habit of offering us NPCs that either didn’t know anything or would help in a fight.  Ardick was different.  He was a sage that actually knew things and actually gave us information.  He didn’t know everything, but he surprised us with an adventuring streak, like the time he followed the edge of a cave with no light to find us in an abandoned city, and he even made an attempt in combat once.  We were careful not abuse the rare gift of knowledge and Ardick surprised us from time to time by aiding us even when we didn’t expect it, like when he learned a foreign language he didn’t know to further the ends of the party.

Bottom line, you should balance the NPCs.  However, it is a thin rope to walk.
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EMPheonix
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« Reply #4 on: April 03, 2009, 10:06:13 AM »

Any time, chief.  It's good to see an 'unofficial' source for the game.  They tend to be the best supplies for material and honest advice that one can get.  Hopefully, I'll be able to submit an article for the magazine on that subject group soon. 

I Gm'ed various systems since 92 and you are very correct, NPC's bear the brunt of the abuse--summoned creatures even more so (something I've had issues with for a while without good solution -- maybe a subject for another post-thread). 

Most of the NPC's that I have encountered as a player haven't been adventuring friendly.  Although I'm getting better as a GM at having the support be less easy to abuse and better at holding their own in a situation.  I think it also helps to keep the npc's combat be more cinematic with less dice rolling (for that character - just saying what he/she/it does is less time consuming, as long as one is reasonable with it.  After all a mage doesn't strike down a balor with his pocket knife.....at least not normally.)


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C.E. Rocco
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« Reply #5 on: April 03, 2009, 02:37:38 PM »

We would love to have you as an author, in fact, that is how we get all of our authors.  Well, with the exception of Tim Kask I suppose.

If you are interested in writing for the magazine please see our writer guidelines on the main website.

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EMPheonix
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« Reply #6 on: April 09, 2009, 08:58:22 AM »

Will do.  You know, I've been thinking about the abuse of NPC's and there may be a couple of ways to discourage it.  If the PC's are using the NPC as a Red Shirt, one way would be to be spectacular about giving them what they apparently want.  As messily as possible and early in the dungeon so that paranoia entertains them for the rest of the adventure with the added learning bonus of not having the NPC's aid from then on ("oh, crap...no cleric!").  Another way could be to make them feel bad about sending the Red Shirt off to possible doom.  For example, a hero-worshiping NPC (this has enormous potential for GM exploitation) of lower level but has a skill the PC's lack. Should they allow him/her to come to harm, they can always come back as a vengeful ghost/haunt (this is one of my favorite turnabout moves).       
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C.E. Rocco
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« Reply #7 on: April 02, 2010, 10:49:31 PM »

bump
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