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Who plays the henchmen?

Started by MonsterSlayer, December 01, 2014, 02:34:50 PM

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Majus

Quote from: Ravenswing;801837For the most part, I run them.  They're people with minds of their own, not faceless game pieces.

That would always have been my approach, too. Having considered the comments in this thread, though, I may try having players run their own teams and see how it goes.

Seems like anything which can increase player involvement and participation while freeing me to consider other aspects of the game is worth a look!

Bren

Quote from: Majus;801840Seems like anything which can increase player involvement and participation while freeing me to consider other aspects of the game is worth a look!
One option is try it out as a temporary change to see if it works with your group. Explicitly tell the players that is what you are doing and tell them what sort of behavior you are looking for e.g. the NPCs are to be run with an appropriate degree of self interest and self preservation, that you as the GM may call for a morale check for certain actions, etc.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

Kiero

In my historical game, which had many more NPC henchmen than PCs, the players ran them in combat, but I "played" them in conversations and other interactions. Unless someone was playing one of their henchmen while their PC was out of action.
Currently running: Tyche\'s Favourites, a historical ACKS campaign set around Massalia in 300BC.

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Gronan of Simmerya

Quote from: Bren;801855One option is try it out as a temporary change to see if it works with your group. Explicitly tell the players that is what you are doing and tell them what sort of behavior you are looking for e.g. the NPCs are to be run with an appropriate degree of self interest and self preservation, that you as the GM may call for a morale check for certain actions, etc.

Exactly.  My players are pretty good about how they treat the NPCs... stand beside them in a fight, don't send them off into hopeless situations, heal them, etc.  They treat them as a valuable asset, not expendables.
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

Bren

Quote from: Old Geezer;801883Exactly.  My players are pretty good about how they treat the NPCs... stand beside them in a fight, don't send them off into hopeless situations, heal them, etc.  They treat them as a valuable asset, not expendables.
For some players it helps if the NPCs, in addition to being valuable assets, possess some personality so they are not just Bowman #3 or Spearman #5.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

MonsterSlayer

Quote from: Bren;801855One option is try it out as a temporary change to see if it works with your group. Explicitly tell the players that is what you are doing and tell them what sort of behavior you are looking for e.g. the NPCs are to be run with an appropriate degree of self interest and self preservation, that you as the GM may call for a morale check for certain actions, etc.

I like this, I think DCC and the rules for 4e treated the henchmen more as character resources as described up post by someone.

I definitely need to have the players do more of the running of the henchmen.

Often as GM I have played an adventuring NPC or controlled henchmen to help the PCs. Now I've ever gotten lazy or decided the game is better when I concentrate on the action and overall interaction of the game.

MonsterSlayer

OK not trying to derail but the discussion reminded me of a book I used to own.

It was a TSR module size book with nothing but NPC write ups. We used the low level ones for henchmen.

I remember the back of the book had a Stat up of Warduke and some other characters from the toy line.

Anyone remember the name of that book? I know it's probably seen as part of the splat treadmill for any edition but I loved books like that for the utility of it.

Omega

Quote from: MonsterSlayer;801948OK not trying to derail but the discussion reminded me of a book I used to own.

It was a TSR module size book with nothing but NPC write ups. We used the low level ones for henchmen.

I remember the back of the book had a Stat up of Warduke and some other characters from the toy line.

Anyone remember the name of that book? I know it's probably seen as part of the splat treadmill for any edition but I loved books like that for the utility of it.

AC01: The Shady Dragon Inn. An NPC accessory with an inn floorplans added. Anyone calling it a splatbook deserves to be punched. Just dont tell anyone I said that when you punch them ok? :D

Had stats on a couple of the D&D figure characters actually including Elkhorn the Dwarf, Ringlerun the Wizard, Strongheard the Paladin and his former adventuring buddy Warduke.

ArtemisAlpha

Are there any modules written in, oh, say, the last ten years that especially lend themselves to the playstyle of the characters having a good number of henchmen and hirelings with them?

RunningLaser

Quote from: ArtemisAlpha;801991Are there any modules written in, oh, say, the last ten years that especially lend themselves to the playstyle of the characters having a good number of henchmen and hirelings with them?

We've found henchmen essential in our ToEE campaign.

Saladman

Quote from: ArtemisAlpha;801991Are there any modules written in, oh, say, the last ten years that especially lend themselves to the playstyle of the characters having a good number of henchmen and hirelings with them?

Barrowmaze is one.  The dungeon is not scaled to a party of 4 to 5 starting characters.  You need help just to get close to parity.

I'd imagine there's more under the OSR umbrella, but I'm not a big consumer of modules, so I'm not a lot of help.

Crabbyapples

Quote from: RunningLaser;801996We've found henchmen essential in our ToEE campaign.

A new ToEE was made in the last ten years?

RunningLaser

Quote from: Crabbyapples;802044A new ToEE was made in the last ten years?

No, we're playing the old one.  Missed that ten years part:)

RunningLaser

And to add- I like the idea playing a game where a large group goes out on a dangerous adventure, and not all make it back.  Reinforces that "dangerous adventure" part.

Ravenswing

Quote from: ArtemisAlpha;801991Are there any modules written in, oh, say, the last ten years that especially lend themselves to the playstyle of the characters having a good number of henchmen and hirelings with them?
It'd be a lot easier to list those that didn't, I expect.
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