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Advantages of Limited Allies

forest-elf-1391563 [1]I’m kicking around the concept of a little frontier town campaign in my head. In my mind one of the exciting parts of this style of game is exploration, and one of the fun old school exploration features is finding unexpected, and often uneasy allies in dangerous terrain. However, allies can be dangerous to a “taming the wilderness” style game because they provide pockets of safety and extra resources, and too much of either can derail the sense of unknown, danger, and isolation that are essential to the game.

In light of this line of thinking, I’ve thought about what a group of allies needs to have and needs to NOT have to fit into this type of game better. I’ve already superficially covered this topic and provided a template for NPC organizations [2]. Think of what follows as addenda that are worth thinking about for a few minutes. Your allies should have:

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2 Comments To "Advantages of Limited Allies"

#1 Comment By John Arcadian On December 2, 2015 @ 11:37 am

I like campaigns like that with limited scope. The globetrotting stuff is fun, but doing it in some area where everything centers around lower level stuff that isn’t quite so world-ending makes the other interactions, like Benny the Paladin, a lot more meaningful. They’re repeated connections and you don’t have the weight of the world on your shoulders as a PC.

#2 Comment By Scott Martin On December 4, 2015 @ 9:47 am

I also really like games like these with a limited scope and cast of characters. (Old west towns are great for this too; often, it’s only the rail companies and cattle barons who draw on outside support.)

An important element is getting expectations aligned; so many games look limited, but expect you to quickly outgrow home–as part of a zero to hero tale. If you want them to engage and hang around, you should probably mention the limited scope when you’re presenting the game.