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-1

Kill the distraction in a plot-relevant way If the players get too attached to something that distracts from the adventure, have the plot kill it. This doesn't have to mean the actual death of the NPC (though that would be very dramatic), she could also be abducted or otherwise in need of PC action to put things right. Though personally I like death, ...


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 ...


12

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 ...


0

Building off of the answer @Bobson gave, I would give your players a chance to drive their favorite NPCs. However, I wouldn't necessarily make it a permanent switch. Instead I would suggest doing it as a break from the normal session every once in a while. Down a player or two? Let everyone else run an NPC game. Only have time for a really quick game? ...


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 ...


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. ...


23

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 ...


0

In one of the many Savage world settings books that I have read (I don't remember which one) the author/s introduced a third type of character. A character type somewhere between Wild Cards and Extras in power and ability. (I think they called it a henchman or something like that.) From they way you asked the question you are looking for a way to make the ...


3

The decision as to whether to make an ally an Extra or Wild Card depends on a number of factors. The first and most straightforward consideration is how tough you want them to be. Making an ally a Wild Card significantly increases their capabilities, and you need to make sure they don't end up overshadowing PCs and stealing the spotlight. Another question ...


2

There are no hard rules about it, but I would usually expect a unique and named super to be a Wild Card. If you've seen "X-Men: The Last Stand", the battle at the end would be a good example of Wild Card supers (the heroes) standing off against a horde of Extra supers (not including the various named villains, who put up much more of a fight, and would ...


1

Savage Worlds is designed to make it easy to use allies in combat, so you'll find that it will work well for the sort of game you are wanting to run. It's a bit unclear from your question, but it sounds like you've got things under control mechanics-wise, but are now looking for advice story-wise. Given that, I'd like to focus on one part from your ...



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