Zen Archer Posted April 13, 2012 Report Share Posted April 13, 2012 Re: Horror Hero There are some Stupid GM Tricks one can pull to increase player attachment to NPCs In my CoC game, I created a lot of the NPCs based on the jobs and interests of the characters. I used those NPCs a lot, and found ways to make it clear that the more the players brought them into the actual adventuring, the more danger the NPCs were in. Of course, this was CoC, where players are much less likely to think their characters are immortal. Quote Link to comment Share on other sites More sharing options...
Vanguard Posted April 13, 2012 Report Share Posted April 13, 2012 Re: Horror Hero There are some Stupid GM Tricks one can pull to increase player attachment to NPCs Having your players write them up is one. Another I've posted before (which can tie in with the first) is the "teaser" scene, where you have the players play a squad of lower powered characters right at the beginning so you can give a nice preview of the opposition and hit them with the gloves off. Any survivors of the scene can be brought in later as NPC's Those ideas might work . . . and were something we didn't think of. Granted, we've got one player that just wouldn't care either way because it wouldn't be "their" character . . just a throw-away basically. Of course, that's where my other post about having the right players/mindset comes into play. Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted April 14, 2012 Report Share Posted April 14, 2012 Re: Horror Hero Those ideas might work . . . and were something we didn't think of. Granted, we've got one player that just wouldn't care either way because it wouldn't be "their" character . . just a throw-away basically. Of course, that's where my other post about having the right players/mindset comes into play. The nice thing about doing the Teaser scene is that you can use it to motivate the players. If you make it clear that anyone surviving the prologue will represent the available pool of reinforcements, and possible replacement characters (possibly with a promised XP Bonus, say +25, for the sudden PC upgrade) in the event of casualties among the primary characters (Edit: This also plants the idea that PC lives aren't, in fact, sacrosanct). Gives 'em solid motive to keep their mooks alive, thus increasing investment. Quote Link to comment Share on other sites More sharing options...
Vanguard Posted April 14, 2012 Report Share Posted April 14, 2012 Re: Horror Hero The nice thing about doing the Teaser scene is that you can use it to motivate the players. If you make it clear that anyone surviving the prologue will represent the available pool of reinforcements' date=' and possible replacement characters (possibly with a promised XP Bonus, say +25, for the sudden PC upgrade) in the event of casualties among the primary characters (Edit: This also plants the idea that PC lives aren't, in fact, sacrosanct). Gives 'em solid motive to keep their mooks alive, thus increasing investment.[/quote'] Again, only if the player(s) in question can be motivated that way. I still like your idea/suggestion though. Not trying to discount it or anything, if that seems like what I'm doing. Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted April 14, 2012 Report Share Posted April 14, 2012 Re: Horror Hero Again, only if the player(s) in question can be motivated that way. I still like your idea/suggestion though. Not trying to discount it or anything, if that seems like what I'm doing. I didn't take it that way, just riffing on the original idea to make it more motivational for that sort of player.. I've had 'em at my table before, too. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.