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#11 | |
Join Date: Mar 2006
Location: Iceland*
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For best results, make sure that the NPC is someone they love to hate, but, also someone that they hate to love. That is, make him witty, charismatic and genuinely someone the players want to help, even as they recognize that his behaviour is destructive. Fortunately, pop culture is full of examples. There's Tony Stark, of course. Really, the proper way to look at Sherlock Holmes is as one of these heroes. Some of the more sympathetic moments from Tony Montana. His vices are laziness, vanity and gluttony, not cocaine and ill-advised shenanigans, but Nero Wolfe is a very lovable hero who needs sensible friends to take care of him. I personally like Eliot, from The Magicians.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#12 |
Join Date: Sep 2007
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I have a similar note in my "maybe one day" file. Supers world, where the NPC is an eccentric billionaire whose eccentricity is, of course, that he uses his wealth to fight crime at night as a costumed vigilante. Except he's not very good at it. The PCs are his domestic staff (butler, chauffeur, gardener, maid, whatever - pitch me a concept) who have to save him from himself as well as the crooks. Naturally, they all just happen to have their own superpowers, so they're the ones actually defeating the supervillains while the handsome billionaire hero gets all the press and credit.
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#13 |
Join Date: Mar 2008
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I have a similar idea im my someday file based on the movie Fitzwilly. A rich old lady and her staff. Except her father died almost broke and thy haven't wanted to tell her. So she owns the townhouse and such but no income to pay bills, staff etc. and they cover that by stealing and cons. So a caper campaign.
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#14 |
Join Date: Jul 2007
Location: One Mile Up
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Thanks! I intended Captain Coke to be a lot like the product whose logo he is contractually obligated to always wear: Kind of superficial and maybe sort of bad for you in the long run, but really sweet, innocuous, fun, and holy cow rock star popular without ostentation or pretense. Until you put a lot of cocaine in it.
His powers were mostly your standard tough super stuff, with a few key omissions. #1: No flying. Getting him around is key. #2: No regeneration. When he's hurt, he's hurt. He also had a very slight Quirk-level vulnerability to cold (plus a slightly higher temperature comfort zone) that made him very uncomfortable eating or drinking anything cold. This meant, among other things, that one of his crew's less-glamorous tasks was to keep him constantly supplied with room-temperature Coca-Cola so he can be seen drinking it without wincing from tooth pain and brain freeze at all times. Last edited by Gold & Appel Inc; 06-21-2019 at 04:05 PM. |
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#15 | |
Join Date: Mar 2006
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I let the players know the basic premise of the campaign before they decided to join in or not, which IMHO is the only way to run a campaign. So they were on board from the get-go. I ensured there was a wide variety of activity, from basic intrigue & character interaction, to assassination attempts, to mass combats, to assigned missions, etc. Variety & buy-in are the keys to keeping ANY campaign going. |
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#16 |
Join Date: Mar 2008
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In a Yrth game I played in there was a arc where we smuggled the Sultan of Al-Wazif out of the country. We dressed him in cheap theatrical versions of a Sultan's clothing. Lots of comments of how the announcer/master of ceremonies of our traveling show looked like the Sultan except happier.
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#17 | |
☣
Join Date: Sep 2004
Location: Southeast NC
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#18 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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#19 | ||
Join Date: Dec 2009
Location: Saint Paul, MN
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I have not built a campaign on this premise, though I've certainly had excellent adventures that featured rescuing or protecting relatively helpless NPCs. A DF game I'm playing in right now was going to feature this, with the PCs acting as bodyguards for a relatively helpless royal on a foreign mission. As players, we were excited about the premise. Things changed, however, when a new player joined the group and ended up playing the royal. The backstory was handwaved a bit and she's now a full 250-point character who is no longer, by any stretch, "helpless." I agree with you and other posters that the trick is finding the right balance of charm and annoyance. (Charm could be replaced with "utility" or "importance.") So an entirely obnoxious elderly sage might be a pompous boor, but his unique knowledge may be of use to the delvers (or the kingdom, world, universe, etc.), thus providing incentive to continue protecting him. |
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#20 |
Join Date: Sep 2007
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I didn't see that one, actually. Though I did have Bruce Lee's Kato in mind when I put "chauffeur" in the list of positions. (The butler would be more like Gotham's ex-SAS Alfred Pennyworth than the 60's TV version.) But I'm not surprised that someone else would have thought of it first.
Given that it's a goofy premise, probably no one is wondering too much about how all these servants just happen to have superhuman abilities. But you could always skew the NPC more into an Iron Man expy than Batman, so that he can at least have a lab accident and irradiate everyone together. (Hey, it's good enough for the origin of the Fantastic Four...) |
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Tags |
campaign design, roleplaying |
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