Ya' got to have friends,
The feeling's oh so strong!
Ya' got to have friends,
To make that day last long.
Ah, Companions! The more the merrier I say, at least in the context of tabletop RPGs.
I love creating and encountering the myriad of quirky denizens in a campaign setting and the experience is made all the better if you like them so much you form a relationship of some kind with one (or more).
It might be a mere acquaintance but they could turn into a fast friend, an informant, a business rival, a frienemy, or even a romantic interest. At the very least your PC knows someone in the world they inhabit, which gives them access to more options and information than they have on their own AND makes the universe feel more lived-in. Being able to tap your contacts as a resource when needed, is extremely beneficial.
Now Companions, well they hit a bit different don't they? These are NPCs who hang around with the Player Characters on a regulars basis. They're part of the group, members of the gang as it were, and for the most part they're there to help. Mostly. Sometimes they are there to add a complication or drain resources but I like to think we are better off with them than without them.
The players I game with are pretty split on their feelings about Companions.
Half of them aren't fans of NPC Companions being part of party. They don't want too much 'screen time' dedicated to NPCs. 'The PCs are the main characters. The stories should be about them.' And...it is. It always is. These players are largely complaining about an idea not being put into action. Why? Because players.
Now, I will agree that too much focus on the NPCs wouldn't be a good idea. The games we run and play should focus on the PCs for a variety of reasons. Not the least of these reasons is that the players are living people there at the table (really pr virtual). It's a good idea to include them and made them the stars of your show. They'd the campaign's strongest supporters, most active participants, and truly dedicated audience.
The other half of my player base loves them! They love interacting with them, building relationships, and sure, they can sometimes spend a little too much time doing so. 'Too much' such that it does approach giving the Companions more 'screen time' than they should have. How does this happen? Well, those involved are having fun. Go figure. Don't yuck the yum of another's enjoyment.
If you don't want the game to focus on NPC Companions, try engaging with the other players/PCs. If you're not doing that, don't be surprised when players gravitate towards hanging out with the NPCs.
Beyond that, trying getting in on the fun. You never know, you might make a friend.
AD
Barking Alien
BONUS FEATURE: Day 5 of the official RPGaDay 2024 Prompts:
Um...you got me. I got nothing. Is there an RPG with great writing? I mean, most professionally made games have decent, functional writing but great? I am not really sure how to judge this.
ALIEN by Free League is very good. I think it captures the feel of the setting and explains the rules clearly. Let's go with that.
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