Originally shared by Oli Jeffery
How do you handle friendly NPCs in fights in Dungeon World? Say your group and an NPC companion are facing off against a group of goblins, do you handle their contribution narrativley or engage any rules?
Google+ community from Dec 2012 to March 2019
How do you handle friendly NPCs in fights in Dungeon World?
Originally shared by Oli Jeffery
How do you handle friendly NPCs in fights in Dungeon World? Say your group and an NPC companion are facing off against a group of goblins, do you handle their contribution narrativley or engage any rules?
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Fictional positioning unless they are Hirelings, in which case any applicable bonuses are used.
Fictional positioning unless they are Hirelings, in which case any applicable bonuses are used.
I’d treat them as a Scene Aspect. You don’t want them hogging the fun, but that lets them make a meaningful contribution.
I’d treat them as a Scene Aspect. You don’t want them hogging the fun, but that lets them make a meaningful contribution.
You can use character failed roll on them 😆
You can use character failed roll on them 😆
I would allow allies to give situational +1 to moves related to what they do
I would allow allies to give situational +1 to moves related to what they do
Check out Perilous Wilds for additional rules for Hirelings. You might be able to adapt those to non-Hireling allies.
Check out Perilous Wilds for additional rules for Hirelings. You might be able to adapt those to non-Hireling allies.
I am, tough on NPCs, partly because i do not want them to take focuses from the players, partly to avoid having the players look to them for direction, but mostly because i stumble a lot on dialog and often forget they are there while focusing on what the players do.
Evidence of future badness: The giant lifts its boot and you see the flattened splat of remains that used to be your guide.
To show an opportunity: as you hold off the many tentacles, Harg your barbarian mercenary holds the stone door, keeping it from closing. he cant hold it for long though…
Hard bargain: you can avoid the attack but Sam the bard might not.
I just had an NPC end a fight but only because i felt like I had set up a TPK in the first session and didn’t know how else to move on. I will justify it as evidence of future badness: this guy has powers the players do not know about and might be a problem later. I would never normally let an NPC win a fight on his own.
It might be different if a player wants to call upon the NPC in question. “Hey we know a wizard who could help us, lets go get him or use some magic to contact him” of “Hey Harg, you keep them busy while i sneak around the back.”
I am, tough on NPCs, partly because i do not want them to take focuses from the players, partly to avoid having the players look to them for direction, but mostly because i stumble a lot on dialog and often forget they are there while focusing on what the players do.
Evidence of future badness: The giant lifts its boot and you see the flattened splat of remains that used to be your guide.
To show an opportunity: as you hold off the many tentacles, Harg your barbarian mercenary holds the stone door, keeping it from closing. he cant hold it for long though…
Hard bargain: you can avoid the attack but Sam the bard might not.
I just had an NPC end a fight but only because i felt like I had set up a TPK in the first session and didn’t know how else to move on. I will justify it as evidence of future badness: this guy has powers the players do not know about and might be a problem later. I would never normally let an NPC win a fight on his own.
It might be different if a player wants to call upon the NPC in question. “Hey we know a wizard who could help us, lets go get him or use some magic to contact him” of “Hey Harg, you keep them busy while i sneak around the back.”