Magister
2007-05-19 23:04:40 UTC
One of the disappointing aspects of my GMing is handling non-combat
interaction with a number of NPCs simultaneously. I can handle combat
with many combatants reasonably well (although a combat involving
lots of independent groups all coming together at once involves a
similar
difficulty, since they're usually all trying to figure out who to ally
with
and who to attack, so it can turn into a sort-of mass negotiation).
If I just dive in and try to do everything, I end up overwhelmed;
usually most of the NPCs disappear into the woodwork. Excuses
for not having this sort of thing in adventures eventually wear thin;
I'd like to do it, and acceptably, when it's called for.
How can I improve? Here are some of the unsatisfactory things
I have tried, to avoid or handle such situations:
1) avoid two NPCs in the same place -- the game world may be
sparsely populated with significant NPCs.
2) making the PCs relative outsiders -- so NPCs who interact
with them prefer to do so discreetly or one-on-one; no parties
at the duke's castle.
3) don't have NPCs join the party -- unless they can be
played by one of the players, which limits the kinds of
NPCs who can be active in the party.
4) preplanning scenes with many NPCs -- but the PCs can
throw this off by butting in with something unexpected.
5) canned NPC responses -- the NPCs follow a few preplanned
types of responses, with default responses (usually brush-offs)
if none of them fit.
6) recruit a player to handle the NPCs for the short term -- this
has usually worked out badly, and I don't generally have extra
players available.
For longer term actions, I track PC and NPC actions on a grid;
every day/week/game session the PCs spend doing stuff, all of
the active NPCs choose some activity, and I mark milestones for
the NPCs (completing something that is likely to affect the PCs,
usually) so that I don't forget about the NPCs who are out of
sight. It's not too bad if all of this gets put off until after the
session with the players. But that is too slow and too much
bookkeeping for immediate interaction; players are OK with
taking turns in combat, but it feels weird and it's hard to hold
the thread of interaction if it's too slow or disjointed.
Suggestions (and criticisms) welcome.
--
Magister
interaction with a number of NPCs simultaneously. I can handle combat
with many combatants reasonably well (although a combat involving
lots of independent groups all coming together at once involves a
similar
difficulty, since they're usually all trying to figure out who to ally
with
and who to attack, so it can turn into a sort-of mass negotiation).
If I just dive in and try to do everything, I end up overwhelmed;
usually most of the NPCs disappear into the woodwork. Excuses
for not having this sort of thing in adventures eventually wear thin;
I'd like to do it, and acceptably, when it's called for.
How can I improve? Here are some of the unsatisfactory things
I have tried, to avoid or handle such situations:
1) avoid two NPCs in the same place -- the game world may be
sparsely populated with significant NPCs.
2) making the PCs relative outsiders -- so NPCs who interact
with them prefer to do so discreetly or one-on-one; no parties
at the duke's castle.
3) don't have NPCs join the party -- unless they can be
played by one of the players, which limits the kinds of
NPCs who can be active in the party.
4) preplanning scenes with many NPCs -- but the PCs can
throw this off by butting in with something unexpected.
5) canned NPC responses -- the NPCs follow a few preplanned
types of responses, with default responses (usually brush-offs)
if none of them fit.
6) recruit a player to handle the NPCs for the short term -- this
has usually worked out badly, and I don't generally have extra
players available.
For longer term actions, I track PC and NPC actions on a grid;
every day/week/game session the PCs spend doing stuff, all of
the active NPCs choose some activity, and I mark milestones for
the NPCs (completing something that is likely to affect the PCs,
usually) so that I don't forget about the NPCs who are out of
sight. It's not too bad if all of this gets put off until after the
session with the players. But that is too slow and too much
bookkeeping for immediate interaction; players are OK with
taking turns in combat, but it feels weird and it's hard to hold
the thread of interaction if it's too slow or disjointed.
Suggestions (and criticisms) welcome.
--
Magister