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Post by dcook0323 on Oct 27, 2017 4:33:07 GMT -8
I have very recently began GMing a game in a Homebrew system that is based in the zombie apocalypse. It's a very small group of only two players and myself so we don't have very many PCs. Ideally in the future I'd like to have my group set up a sort of community or at least a small Safe Haven where they can store resources and farm, things of that nature however only having two players limits how many characters they play. They do both currently play two characters. To supplement this I have introduced three NPCs already and will potentially introduce more that would work as protagonists. My question is how much should the NPC's do? Should they only function as background, helping to move along combat or if they had specialized skills stepping in as the players call on them or should I push them into a more front-and-center role as if they were regular PCS not being controlled by the GM. Obviously I have to be careful of metagaming because I know the answer to my puzzles or who may or may not be double crossing the team, things of that nature. Would love to hear some thoughts on this issue
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Post by ayslyn on Oct 27, 2017 6:29:01 GMT -8
This may sound a little flippant, but honestly, I'm being serious.... Never enough to eclipse the PCs. While the NPCs may be the good guys, the PCs are the Protagonists, and the story should always revolve around them. It's a tough tightrope to walk, especially if the group is small enough that you feel they need to have help, but keep that guiding principal in mind and it becomes easier.
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Post by akavidar on Oct 27, 2017 15:17:30 GMT -8
I generally treat 90% of my NPC's as lazy, idiotic, incompetents. There are a few exceptions, but the PC's should hog the spotlight.
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Post by uncommonman on Oct 27, 2017 23:12:45 GMT -8
The NPC's have feelings, plans and goals.
Decide what those things are and the rest shouldn't be a problem.
They aren't background items for the players to use.
Example:
Caretaker
Middle age person that have a soft spot for children.
Spend most of the time taking care of the children and helpless.
Will hide if danger looms.
Will fight if cornered.
Will object to plans that risk the well-being of the children.
Will ask for more resources from the PC's.
Will confront the PC's if they do immoral things.
Have a tragic backstory that can be shared if the PC's talk with them.
Can give out "side-quests" if nothing exiting is happening.
Side quests: gather special birthday food, get teddy bears for the kids, gather school supplies.
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Deleted
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Post by Deleted on Oct 28, 2017 5:47:27 GMT -8
For some reason, maybe because it's early, the first thought I had was Lando Calrissian. in ESB, he's an NPC, he's a plot point to move the story along, has connection to a couple party members, etc. In Return of the Jedi, he's more along the lines of a PC - he's actually contributing things to the story, instead of being a questgiver.
The main thing is the story should never be about the NPC. They may initiate things, but the story should always be how it relates to the party.
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