Tag Info

Hot answers tagged

24

The best approach, I think, is to separate the players and the NPCs by Plot! The NPCs get kidnapped, detained, lost, side-tracked, bogged down, diverted, or called away, but in a way that is meaningful to the players. They are not just “put on a bus” in the TV Tropes lingo, but somehow the plot separates them and reuniting becomes a major ...


11

You're trying to railroad the game when the players are telling you very loudly where they want the campaign to go instead. Take them there. If the NPCs are boring you, that's a different problem. Be sure you're making NPCs that engage you and not just your players. You have to enjoy the game too. To run an interesting socially-focused game, you might need ...


11

So, let me get this straight - you've created a setting and characters that your players are so immensely invested in that they're helping you build it themselves? What exactly is the problem again? Kidding. Sorta. Anyway, I'm kinda seeing this in the Marvel game I'm running now; the players are assuming anything beyond purse-snatchers are beyond them ...


7

Anything your players like, including NPCs, is more important than your presuppositions of the plot. The reason for this is simple - the goal of the game is to entertain the group. If they like something, they will be more invested in it and thus more entertained. If you set up a dichotomy between "things you want" and "things they want," well, there's a ...


3

The other answers are good for moving the focus off of the NPCs, but there's an alternative way to go: Make the NPCs into the PCs. Turn your players and say something like "You seem to like these allies... how would you like to play as them?" Let them each choose who to take over, and go forward from there. You can either alternate between the ...


1

NPCs should act as mentors to low level adventures, but should not become a crutch Maybe they have important information to give the characters, maybe they help out in a clutch combat, or maybe they just act (within the story) as an example of what the PCs should aspire to; Regardless an NPC should always be 2nd fiddle to the actions and stories of PCs. ...



Only top voted, non community-wiki answers of a minimum length are eligible