Henchmen | Hirelings | Followers | Personality and Morale | Previous Lives |
1e AD&D | - | Dragon #117 | - | Dragon magazine |
One of the best things about being a
DM is role-playing the nonplayer
characters (NPCs) with which parties
deal. Unfortunately, the number of
these NPCs is so great that many DMs are
overwhelmed by the task of creating a
backlog of these characters. Often, DMs
fall into the trap of having one generic
NPC personality and using it for all encounters.
While it is impossible to have a
set of motives for every person in a fantasy
world, a DM should have a good
grasp of the personality of major NPCs.
The characters who serve PCs are very
important, affecting every level of the
game. Henchmen, hirelings, and followers
should be more than just extensions of the
player character.
In an ideal world, each henchman, hireling,
or follower would be played as lovingly
as a PC. Every one would have a
complete background, with notes on what
he, she, or it likes and dislikes, and how
the NPC acts in public. Most DMs do not
have enough time to do this and run the
rest of the milieu, too. An attempt to assume
the persona of five or six characters
at once would be virtually impossible. For
this reason, the personality tables in the
DMG are helpful. A mixture of randomly
rolled traits and leanings chosen by the
DM can create very believable characters.
But, even with this system, a harried DM
may have to gloss over many facets of the
interaction between PCs and NPCs. There
are just too many secondary characters.
What one needs is a table for determining
how a retainer accepts decisions and suggestions
from the PCs. Such a method
exists: the morale check, as described
in
the DMG. The loyalty system can apply to
more than combat or great temptation.
With a little modification, morale can
resolve many crises between PCs and
NPCs. A morale check can determine the
behavior of an NPC, whether he is asked
to scout the possible dragon?s den, ordered
to carry the party?s water, or allowed to
get drunk with the PCs? opponents. If a
morale check is successful, the NPC acts as
the PC desires; otherwise, he or she is
troublesome.
If this method is used, careful track
should be kept of how the NPC is treated,
and how the PC?s personality would make
the NPC react. In this situation, most PCs
work hard to keep loyalty high. This cannot
help but improve game balance. On
pages 36-37 of the DMG, typical loyalty
modifiers are shown. On pages 100-102,
there are descriptions of NPC personalities.
What is needed is a link between the
two, and a description of the needs and
desires of typical NPC ?helpers.?
PC helpers are usually one of three
sorts. First, there are henchmen, who are
hired by an individual character as more
or less permanent assistants or bodyguards.
Next, there are hirelings: professionals
taken on for an agreed time and
fee. Finally, there are followers. These
NPCs are attracted by respect for a highlevel
character. Followers are lifetime
employees who maintain a stronghold and
go adventuring from time to time. Each
form of NPC is subject to certain tasks and
abuses. These types are described below,
along with tables showing morale modifications
for given situations.
Henchmen
Henchmen are among the most important
factors in determining the success of
a PC, particularly at high levels. As support
for the PC, both in combat and in
adventure, henchmen are irreplaceable.
Therefore, role-playing henchmen well is
an important task. To role-play the behavior
of a henchman, the first thing that
must be understood is why this skilled
NPC serves the character in the first place.
The DMG states that henchmen have
little equipment and
that poverty often
leads them to seek employment with PCs.
Very probably, many henchmen are failed
adventurers who see service with a more
successful adventurer as a way to revive
their own ?profession.? These henchmen
tend to be cynical, cautious, and pragmatic.
Because they have already seen
their own exploits collapse, they do not
wish to be involved in other failures. This
makes them resent being victims of poor
planning. A disorganized party reduces
morale in the same manner as an undisciplined
one. On the other hand, any henchman-
like the rest of us ? is likely to be
grateful and devoted to the character that
supports him. NPCs who are given the
status of henchman have an automatic
bonus to morale (as per the DMG). Henchmen <+5% bonus to
loyalty>
want to go adventuring, and they like
to lead exciting lives; otherwise, why
would they accept such a job in the first
place? Long inactivity reduces morale; this
is incentive enough for most would-be
henchmen.
Of course, there are many other reasons
to be a henchman. But, regardless of why
they enlisted, most henchmen must be
somewhat proud of their own skills. Furthermore,
henchmen who were failed
adventurers want to avoid repeating the
experience. A henchman would probably
like to be consulted in planning out expeditions;
failure to consult such an NPC affects
morale as if the liege used lax
discipline with the henchman.
Treasure is a prime consideration for
most characters. As the helpers of a powerful
adventurer, henchmen must hope to
become rich and famous, to live well and
eat expensive foods, to stay in nice inns,
and so forth. If the PCs do not provide this
sort of life, morale is lowered as if the NPC
were poorly paid. If the NPC?s employer
enjoys a higher form of living than the
servitors, there is an additional 20% penalty.
Furthermore, henchmen are often
somewhat jealous of their employer?s
other retainers. Some PCs play favorites,
giving preferential treatment to powerful
servitors or special attention to attempt to
build up weak ones. This infuriates henchmen.
Unfair division of treasure is as
detrimental to morale as stingy pay.
Hirelings
Hirelings, on the other hand, usually
have no particular aspirations to explore;
actually, they are more likely to avoid
danger. They merely wish to do the required
job and collect their pay. When
these agreements are breached, a hireling
ceases to serve the PC, unless reparations
are made. Even then, morale is lowered as
if the NPC were treated cruelly. The mo-
rale of a hireling forced to adventure
equals that of a captured and enlisted
character.
"Gads! There goes what's-his-name."
Linkboys, bearers, porters, some cartographers,
ship crews, and mercenaries are
hired to adventure. The main mistake that
most PCs make with these characters is
treating them as if they were henchmen.
Most of these folk are normal mortals and
cannot be substituted for adventurers,
willing or not. If PCs give these employees
tasks beyond their ability, their morale
should be adjusted as if they were peasant
troops.
Ship crews and mercenaries engage in
combat on behalf of their employer. Thus,
they are subject to the most abuse by PCs
wishing to use them as a buffer for monsters.
Hired soldiers are not typically devoted
to a PC: they fight for pay. If large
numbers are sent into a dungeon and
killed by monsters therein, the chances of
getting fresh troops is uncertain. Morale
penalties for unsuccessful combat are
doubled.
Whether a mercenary undertakes a
position in a small unit such as an adventuring
party is strictly a matter of individual
taste. It should not be impossible for
PCs to take a group of mercenary
bodyguards on expeditions, although
rates many times higher than
those listed in the DMG can be expected. <Mercs,
Dragon #109>
Furthermore, these bodyguards are likely
to expect to be well-supported throughout
the journey and given reasonable shares
of the loot (possibly one quarter the share
of a PC). PCs may recruit adventurers for
various adventures. These characters are
usually available for only one adventure
and may be treated as special henchmen.
<selling off magic items, DMG>
<double prices if the PCs want to buy the item>
<cost of cleric spells cast
by an NPC>
<cost of magic-user/illusionist
spells cast by an NPC>
<cost of NPC spell casting, Dragon
#106>
The DMG and Unearthed Arcana have
prices for spells and magic items. It is
important to remember that magic is rare
and powerful. PCs may not shop for items
as if at a dweomer supermarket. NPC
clerics do not cast spells merely for
money; this could defile most religions.
Characters have to use flattery, prove that
the spell use benefits the cleric?s religion ?
and pay dearly for clerical assistance.
Magic-users, too, expect great rewards
and respect in return for spells. After all,
the use of magic is a difficult, arcane art.
The listed prices are probably the
minimum available rates.
Followers
The followers that a character attracts
at high levels are likely to be the most
trouble-free sort of retainer. Followers
have usually been successful in life and
are probably sincerely devoted to a PC --
otherwise, they would not have chosen to
serve that character. Followers naturally
expect their leader to treat them well and
value their service. Unlike henchmen, they
do not expect major bonuses from PCs.
Assign followers a morale bonus as if they
were expert hirelings to reflect their loyalty.
Feel free to revoke this bonus if the
PCs are ungrateful to these servitors!
Followers usually expect to serve the
character as guards or agents in major
affairs, and only rarely accompany the PC
on expeditions. A few especially brave
followers, however, may decide to go
adventuring. They would probably have
no greater morale than levied troops in
such an unfamiliar setting.
What PCs must remember is that followers
are not motivated by blind faith.
Despite their devotion to a PC, their decision
to become a follower must be due in
part to hopes of being rewarded. PCs
should allow followers to share in the
benefits of serving a powerful adventurer.
Naturally, followers resent being taken for
granted or denied reasonable recompense.
Give them full morale penalties for any of
the above abuses. Followers should be
role-played as more than just rewards for
attaining XP.
Personality and morale
Obviously, all NPCs are not t he same.
The personality tables in the DMG
describe
variations in NPC traits. Of course,
these variations affect morale. A lazy NPC
won't mind if he is never disciplined, and a
proud NPC will be extremely upset by
cruel treatment. This list integrates the
personality of an NPC with the loyalty that
he or she shows the PCs. Listed below are
the typical modifiers to morale and notes
on how personality affects them.
Unsuccessful combat: Optimistic + 5%,
Altruistic + 5%, Violent/Warlike + 5%,
Pessimistic - 10%, Cowardly -20%,
Fanatical +10%, Craven -30%. Brave
+10%, Fearless +20%, Foolhardy +40%
(but requires an unadjusted morale check
to see if the NPC retreats under orders).
Successful combat: Violent/Warlike
+ 10%, Barbaric +5%, Egotistical +5%,
Compassionate - 5% Foolhardy + 5%.
Short term of enlistment: Optimistic
+ 5%, Pessimistic - 5%.
Enlisted by other character: Altruistic
+ 5%, Aloof -10%, Hostile - 5%,
Diplomatic + 2%, Jealous - 15%, Fanatical
-5%.
Little training: optimistic + 5, Studious
- 5% Egotistical + 5%.
Low status in party: Proud/Haughty
-20%, Hot-Tempered -10%, Humble
+ 5%, Egotistical - 15%.
High status in party: Egotistical + 5%.
Captured and enlisted/slave: Trusting
+ 2%, Suspicious -10%, Contrary -5%,
Servile +5%, Fanatical -20%, Hostile
-15%, Proud/Haughty -30%, Vengeful
-15%, Optimistic +5%, Egotistical -5%.
No/little/unfair pay or division of treasure:
Hedonistic -5%, Altruistic +3%,
Easy-going +4%, Miserly -20%, Hottempered
-5%, Greedy -25%, Avaricious
-40%, Nonmaterialistic +10% (there is no
DMG characteristic of "non-materialistic,"
but a DM may well assign this trait to a
character), Egotistical -10%.
Extra/bonus pay: Greedy +5%, Miserly
+5%, Egotistical +5%.
Little or no discipline/activity: Hedonistic
+10%, Servile -5%, Lazy/Slothful +10%.
Inhuman/cruel/uncaring liege: Hottempered
-20% Proud/Haughty -20%,
Unforgiving -10%, Hedonistic -5%,
Egotistical -10%.
Alignment/racial conflict: Jealous -5%,
Forgiving +5%, Hot-Tempered -10%,
Opinionated -10%, Antagonistic -5%,
Fanatical -10%, Egotistical -5%.
Note that the personality adjustment
alters the loyalty modifier first, then the
NPC?s morale. Thus, an optimist who has
been a henchman for a short time has no
time-of-service adjustment to morale ( -5%
+5% = 0%), not +5% as suggested in
the rules. A greedy person who has been
offered choice shares of treasure has a
+10% bonus to loyalty. This list by no
means covers all situations in which morale
should be affected by personality.
Many personality traits may be assigned to
NPCs that are not covered in the DMG
(one, "non-materialistic," has been used
herein). Furthermore, there is a virtually
infinite number of possible conflicts that
can occur between a PC and an NPC. This
grouping should be used as a guide, not as
a cure-all.
Previous lives
The DM should remember that NPCs do
not exist in a vacuum. They know of rumors
and people unfamiliar to PCs, and
have past lives which may affect play. This
may prove quite valuable at times. However,
such past lives might prove problematic.
An NPC could be under a curse that
manifests itself in certain situations, or
have a powerful enemy with which the PC
must contend. Past troubles may well be
the NPC's motive for accepting a subservient
status.
Most servitors have mundane appointments
crop up from time to time. Religion
and relatives, for example, demand attention.
Retainers may be unavailable for
roughly 1-8 days per month. The player
characters must learn that NPC retainers
are not available at all times. Trying to
force an NPC to ignore these other commitments
has the same effect on morale as
cruel treatment.
The DM should keep track of the nature
of NPCs. The tables here and in the DMG
are helpful for filling out behavior, and
allow NPCs to develop over time, just as
PCs do. DMs should remember that the
characters they play have a profound
effect on the color and nature of the
game. Playing NPCs can be as rewarding
and entertaining as running a player
character.
JANUARY 1986