
Johnggernaut |

So, for my first original campaign that I am running for a few friends, I have created about ten major enemies they will encourage ter, along with a final boss. Now, I know as a GM, you don't want to force too much in regards to player choice, so locations and other factors aren't set.
What I have added to these encounters are factors that could turn these enemies into allies. One example is a combat related one. The enemy is a gunslinger that believes bows are inferior in ranged combat. If he is hit 3 consecutive times during the battle, he will discontinue fighting and move to cover.
At this point, I will roll a d6 behind my screen. A 1-2 would mean he offers information that will be helpful to the group and depart. 3-4 would mean he offers to assist the group to take down the main antagonist, but will betray them at some point. And 5-6 would mean he would faithfully assist until either the antagonist is dead or he is.
Now, the players could of course ignore him and try to take him out, or they could consider taking whatever he offers. I just kind of feel like this could add a lot of flavor variables. I also feel like this will make it more fun to GM as well.
To prevent having too much clutter, once the players gain multiple allies this way, only one would accompany them at a time, each offering a certain benefit against the next 'mini boss.'
Looking for feedback on this idea. Is it too gimmicky? Too video gameish?