How prevalent are NPC’s in your campaign?


Savage Tide Adventure Path


I know that with Sea Wyverns Wake, there is alot of NPC interaction with the way that it is writen, but this is how I'm use to running games all the time anyway. I always put an NPC into a group as one of the members. I find that this is an easy way to guide the group through an adventure. The NPC is treated just like any other PC getting a full cut of treasure (Though I tend to fudge their leveling to keep them comprable with the PCs). OVer the years I've created hundreds of NPCs, some with full character sheets, most with just a blurb to help me remember who they are and what they do.
I'm curious how many other DMs are heavy on their NPCs, VS those that only use the ones that are key to the modual?


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Blackdragon wrote:

I know that with Sea Wyverns Wake, there is alot of NPC interaction with the way that it is writen, but this is how I'm use to running games all the time anyway. I always put an NPC into a group as one of the members. I find that this is an easy way to guide the group through an adventure. The NPC is treated just like any other PC getting a full cut of treasure (Though I tend to fudge their leveling to keep them comprable with the PCs). OVer the years I've created hundreds of NPCs, some with full character sheets, most with just a blurb to help me remember who they are and what they do.

I'm curious how many other DMs are heavy on their NPCs, VS those that only use the ones that are key to the modual?

I like to treat my NPCs as real people and thus, they would want equal pay for equal work when it applies. However, I generally let them take a back seat "decision wise" to the PCs unless their personality or the plot dictates otherwise.


I loaded the Sea Wyvren with named PC's. I also left a few slots blank so the PCs could customize the crew and settlers.
I am taking extra time with this installment in order to fully develop each NPC.

Crew
5 PCs and a cohort (crew and captain)
Amelia Veldarose (first mate)
The red-headed tomboy (I forget her name)
Urol Furrol (navigator)
Tavey (cabin-boy, former Lotus Dragon trainee)
2 generic red-shirts

Settlers
Skald (soon to be joining the crew)
Anver Merivanchi
Zed Merivanchi (cousin to Anver, was a PC character who died, player brought in a new character, Zed upset because he was cheated out of his share of the ship when he died)
Family of 4 farmers with an adorable 4yo girl and troublesome 8yo boy
2 Horns of Zelkarune Rangers1 (1/2 orc and Tiefling)
1 Bride-to-be
Father Ferris
1 carpenter
The Taxedermist Stowaway (replaced Rowyn in plot)

One redshirt died fighting the floatsam ooze. The took over Purity's Prow (or whatever it was called), and rid themselves of Zed, a redshirt, Amelia, Urol, and Father Ferris. All will make it to farshore safely.

They also "rescued" the basilisk's victims and have them in the bilge, still as statues. I haven't decided what to make of them yet. It will be bad.

With the ohter ship, Zed can take Anver's place in the plot should Anver die. I plan on making the PCs work to save any passengers/crew from the wreck at the end of SWW. They will have to choose who lives.


Actually that's interesting in the event of player death. Since the statues can't drown there could be instant replacement PCs on the spot!

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