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ProfMarks Seasoned

Joined: 01 Sep 2007 Posts: 212 Location: Nebraska
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Posted: Mon Dec 15, 2008 5:22 pm Post subject: One Ally, many players... |
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Question for the experienced mass,
What is the best way to handle a npc ally who will be travelling with the players throughout much of an adventure?
Wanting the players to 'drive' the npc during combat do you rotate who controls it? Do you act based on consensus among the players? Something else?
Thanks. |
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fanchergw Heroic
Joined: 13 May 2003 Posts: 1474 Location: Seattle area
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Posted: Mon Dec 15, 2008 5:47 pm Post subject: |
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Hi ProfMarks,
In my experience, if there is one ally or one ally group, they are usually assigned to one player to run. This is generally determined based on whether there is a "leader" character (i.e. one with leadership edges), or a character that is in some way linked to the ally/allies. If not and multiple players want a turn, it could be rotated from session to session. (Trying to rotate within a single session is likely to cause confusion and slow things down.)
Gordon |
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TheLoremaster Heroic

Joined: 27 Jun 2003 Posts: 1915 Location: Buffalo, NY
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Posted: Mon Dec 15, 2008 7:07 pm Post subject: |
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Another option is to assign the Ally to a PC that has different abilities: give the man-at-arms to the wizard, the princess to the big burly fighter, etc. This lets the player have some options when taking actions.
Just remember that the Ally is an NPC and ultimately controlled by the GM. Don't let the player have the Ally do obviously suicidal tactics ... _________________ "Your GM is metagaming ... and wrong!" |
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Lysander Seasoned

Joined: 13 Apr 2008 Posts: 414 Location: San Antonio, Texas
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Posted: Mon Dec 15, 2008 8:28 pm Post subject: |
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If there are no volunteers, offer a bennie to play him/her/it
or:
Draw a card, lowest/highest has to play him for that combat.
next combat, draw again, excluding anyone who's already played him. repeat/restart until ally dies or game ends... _________________ There is no problem in this Universe that can't be solved with the application of roasted porcine flesh...
http://www.youtube.com/watch?v=wSReSGe200A |
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Red Mercy Seasoned
Joined: 22 Oct 2006 Posts: 177
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Posted: Mon Dec 15, 2008 10:51 pm Post subject: |
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| It could depend on the NPC's opinion of the PCs. Maybe he's drawn to the most charismatic character or the one most in line with his beliefs and follows him. Perhaps one of the players saved his life so he swears allegiance to him/her. But ultimately it should be what makes the game most fun for the players, whether it be using the ally to supplement a player's strengths/weakness, or just simply rotating. |
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Clint Site Admin

Joined: 13 May 2003 Posts: 16174
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Posted: Tue Dec 16, 2008 9:19 am Post subject: Re: One Ally, many players... |
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| ProfMarks wrote: | | Wanting the players to 'drive' the npc during combat do you rotate who controls it? Do you act based on consensus among the players? Something else? |
Well, the book says to divide up allies among all the players even if within the game they are all under the control of only one character.
With only one ally, if it is the responsibility of one player's character, then they should probably control that ally. If it is just a general ally, then I'd just talk to the players. Some players just don't want to deal with running another character and some really enjoy it. Make the choice that makes the game the most fun for everyone.
Course for me, that's mostly for Extras. If the "ally" is a Wild Card, I prefer to run it as the GM as the Wild Card status alone generally means the character has an important role in the story that would not be as relevant if run by the players. _________________ Clint Black
Savage Worlds Core Rules Brand Manager
www.peginc.com |
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