[RPG] How to deal with too many NPCs in the campaign

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I'm a first-time GM using the Fate Core system. I got into RPGs to help me work on my storytelling while having fun with my friends, so I've been GMing a homebrew campaign for about a year now. Unfortunately, my players also happen to be my friends who I usually talk to about my storytelling, so I've had little to no feedback on my campaign outside of a few other friends who I'm not as close with. Despite this, I think it's going pretty well so far.

However, I've recently run into a bit of a roadblock. There are too many NPCs in my campaign. My campaign is intended to be short (the only reason it's been going for so long is because we don't have much opportunity to meet up for game sessions), and is also very focused. There are about four plot arcs and a finale with intermissions (we're currently on arc three). My story is also set in a pretty unusual world (it's basically the afterlife with a few twists and turns), and without going into much detail, basically there's an overarching plot with characters that connect each arc and will be prominent in the finale.

My issue is that I've introduced too many NPCs that connect the arcs. It makes them difficult to get rid of easily. The nature of my world also makes it virtually impossible to kill them (again, afterlife), and it would feel too unnatural to put them on a bus, especially because the BBEG is a major threat and kind of a nutcase, so anyone with the ability to stop him would naturally want to. This is combined with the fact that most of my NPCs are very strong-willed, capable people (as I have an ongoing theme in the story about resisting oppressive power systems).

I don't want the campaign to feel cluttered with too many NPCs. As a storyteller, the idea of having characters who have no reason to be there irks me, but I can't exactly edit them out of the story since they've already been introduced. It's making it hard to keep track of the story and tell it coherently, and I'm worried in the future the amount of NPCs will cause my players to be confused and that they'll have a lack of emotional investment.

As I see it have a couple options:

  1. Find a way to take them out of the story. This will be difficult considering the setting.
  2. Give them a purpose so they don't feel like they're there for no reason, without making the story too cluttered with unnecessary plot points. The story is already pretty expansive, especially for a first-time GM, so I'm hesitant about this.
  3. Let them naturally fade into the background by not mentioning them/giving them anything to do. Basically they still exist in the narrative and are technically opposing the BBEG but really they're just wallpaper. Would probably be unnatural as they have pretty strong/prominent personalities.

Which of these options would be the most natural/least jarring for my players? And how would I do it? Or am I missing another option entirely?

Best Answer

I've run several campaigns with huge casts of characters. The key element to managing them all is to know what they're doing in the background, and why.

Give your NPCs their own missions

For example, my first major campaign included six prominent groups of NPCs: the Walkers, the Wizards, the Guardian, a werewolf pack, and two parties of NPC adventurers of similar level to the group. The Walkers were insanely powerful, but had their hands full dealing with the world-breaking effects of the BBEG's plans. Instead of tagging along with the PCs, the Walkers would send the PCs on "little" missions they knew the party could handle, and then go deal with the bigger, scarier stuff themselves.

The werewolf pack was introduced early, but spent some time in the background recovering from the plot events that had brought them into the game. Later, I introduced one of the two parties of NPC adventurers. As the reach of the BBEG's plan became clear, the PCs realized they couldn't fight back on all fronts - they simply couldn't be in two or three or five places at once. So they called on the werewolves and the NPC party. Just as the Wardens had directed the PCs on missions they didn't have time to handle, the PCs now directed this party of NPCs to deal with parts of the BBEG's plans while the PCs took care of other parts simultaneously.

(As an aside, this gives you as the GM a chance to let your players pick what they're interested in. I would present multiple mission hooks to my players and they'd choose which to take on themselves, and which to send their NPC friends on. That helped me get a feel for what sorts of missions interested my players and tailor the encounters accordingly.)

Have your BBEG target the NPCs

In that same campaign, the Wizards offered help to the players where they could, but when I realized they were getting too useful, I had disaster strike their tower in the form of the BBEG. The Wizards suddenly had to focus on saving themselves and their young apprentices, as well as protecting the MacGuffin they held, and didn't have resources to spare to help the PCs.

Similarly, the Guardian was an incredibly strong being with potentially game-breaking powers - but the BBEG was actively hunting her and if she spent too much time in one place, or used her powers too much, the BBEG would find her and possibly kill her. So she spent most of the game on the run, influencing things and providing occasional help where necessary, but only when she could do so safely. The players couldn't just summon her at the drop of a hat, and she couldn't stick around very long even when she was there.

Add a twist

The last big group of NPCs in that campaign was my fun secret: up until about halfway through the game, the players thought this party was also working against the BBEG. Then they learned that this party was actually working for the bad guy. Suddenly, a powerful group which the PCs had thought was on their side became a resource for the BBEG instead. They were still plot-relevant, but I could have them vanish for large chunks of time as they worked toward the BBEG's plans. (If I recall correctly, the PCs even sent one of the other NPC groups after this group at one point, so a whole bunch of my NPCs were fighting each other off-screen and I didn't have to deal with any of them!)

Borrow TV and movie techniques

Your NPCs don't all have to be on-screen at the same time. Borrow pacing and scene staging from TV shows and movies, where secondary characters conveniently happen to approach the main character one at a time. Things like, one person gets a phone call and has to walk away just as another is running up to report in; or groups of NPCs are set up in different physical locations so the PCs have to move from place to place to talk to each group.

Your NPCs are people with their own goals

The key thing to remember is that your NPCs are all people with their own goals and dreams and plans. Not all of them will want to be around the PCs at all times. Even if everyone in the world is working together to fight the BBEG, individuals will have different ideas of how to go about it. They might get upset at the PCs' chosen approach and storm off to do their own thing, or they might suggest a flanking maneuver, or something else that's useful but which takes place off-screen. Don't bind your NPCs to your PCs - a realistic world full of characters includes those characters running off to do things their own way.