Thursday, March 1, 2018

How do you handle NPC's in "the party.?

How do you handle NPC's in "the party.?

Like, if you're running D&D and the PC has henchman, what do you do with them? Are they treated as would the PC, or do you something else with them?

13 comments:

  1. I've got some spear-carriers in my Traveller solo play. They're the junior Marines and Spacers. They can do a job, but don't get much in the way of focus, compared to the major characters.

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  2. I ran some solo Rad Hack with PCs and NPC henchfolks. The Henchfolk had a morale useage die (randomly determined, between d4 and d12) and every time the PC got the henchperson into a life-threatening situation, I rolled it to see if it would reduce (reduces on a 1-2 in vanilla black hack, I believe). A reduction in die size would lead to some issue or argument to roleplay through, temporary refusal, asking for more money. Reducing below d4 would lead to something interesting. The henchperson would abandon the PCs, betray them, or the like. Didn't play long enough to get a henchperson all the way down there.

    Probably would need some ideas around how to increase the usage die - a successful adventure, a bigger share of loot or gear, etc.

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  3. I unionize them and place the lead NCO in charge of their well being. "None of this trap detector/monster-bait bullshit for my boys. If you want to lure the hydra out, you can wrap those sheep intestines around your own pretty armor."

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  4. If I introduce the NPC, I run them but they never take charge of the situation unless its an emergency.

    Sometimes the players will ask if they can hire so-and-so-occupation to help them, in that case they just get to run them as an extra "body".

    I must admit, while I like morale checks for the bad guys (or just roleplaying it, nobody wants to die after all) I omit them for "loyal" henchmen.

    Random spear-chuckers from the village do test morale though, and frequently.

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  5. Morale Checks, Reaction Rolls + UNE Charts for conversations. Supplement w/ Mythic Charts &/or Rory's Story Cubes as needed.

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  6. I use Dungeon World's hireling rules, generally.

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  7. Treat them as normal PCs, but don't split XP to them.

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  8. I treat them like any other NPC, which is to say Morale Checks (varies by game) and asking the Oracle what they do or want in response to new and varying circumstances. But like any other NPC, the more I get a handle on their personality, the less I have to ask or roll, unless there's a good story reason to do otherwise (e.g. they might be secretly working for the enemy).

    NPCs that gel with me really quickly often just graduate to PC status. Conversely, sometimes I like to roll dice to see what my PCs want, especially if there is a list of options to vote on.

    NPCs in my parties are almost never hirelings or henchmen, so they generally get the same share of XP as everyone else. In my LotFP adventure with elves, I actually had two NPCs join the party, each with a hireling of his own. I forgot the rule about where they should have been given half-shares, so they got the same XP & treasure as everyone else -- even the 0-level human who couldn't rise in levels.

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  9. I'm on a similar wavelength as Gerard Nerval .

    In my recent solo game, the two NPCs that are tagging along with the main character will be graduated to Important NPC status: if they survive the adventure. They'll get a boost to their attributes and skills, and a little more thought will be put into them besides a quick picked prefab NPC mook. I plan on giving them Character Points for adventures they participate in, and the main character will have to make sure they're taken care of, otherwise they may betray him or just up and leave.

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  10. I haven't solidified the rules but I'm thinking of treating henchmen/mooks as buffs to the party leader. EG the henchmen add to my hp and damage, maybe using random targeting to determine if they die, and then treating any combat as 1v1. Should scale to any size groups this way.

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  11. Anthony Chaplin That's an interesting take. Would love to see what you come up with!

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  12. Due to the 'general' minion/mook/extras mechanics. I generally treat allies like mooks. One hit and they're dead or unconscious (depending on the damage type dealt that is).

    I root for all allies, because I would love to reuse them in a future. It also shows that the world can be more Brightdark than Grimdark. :)

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  13. Tangent: Shame that Grimlight has already be used, sounds like a great name for a setting that is dark and dirty but with a heart of gold .

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