[RPG] The players focus too much on NPCs and ignore the plot, what do I do

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I'm currently playing a young supers game with friends using Savage Worlds as our favored system. The plot really hyped them, they loved the first allied extras, and with time they asked me for more characters that can join them in the task of saving the world.

They soon started helping me craft the allies, and then they wanted to know more about them, see them more often, etc. They fear their deaths, and two of them even have a mini fan club between my players.

This happened too with an NPC I crafted that was supposed to be not very important, a girl called Miwako—eventually everyone wanted a piece of her, send her flowers, make her important, be her BFF—and I had to tailor a plot for her that ended up boring me and stealing too much campaign time.

How the NPCs deal with things is becoming more important than how my PCs deal with situations, and the game is becoming "NPC Centric". My players are very interested with the plot, but they're even more interested on hat will happen to their favorite characters and their relationships than what happens with the fate of the world, since everyone on the table seems to think kicking butt is the job of X or Y NPC.

Slowly, the allied extras are stealing the focus of the game, and the fact that my players encourage and wish to see more and more of them makes it harder for me as a GM, especially when everyone wants NPCs galore. I don't want to kill the NPCs out of the blue, nor do I want conflict with my Players, so, what should I do when there's just too much NPC focus?

Best Answer

You're trying to railroad the game when the players are telling you very loudly where they want the campaign to go instead. Take them there.

If the NPCs are boring you, that's a different problem. Be sure you're making NPCs that engage you and not just your players. You have to enjoy the game too.

To run an interesting socially-focused game, you might need to learn how to use a few tools.

  • Challenging situations made from social connections can be made using PC-NPC-PC triangles—but don't intentionally make life-or-death situations out of them unless you want a bloodbath; save life-and-death for external threats to the social group.

  • In a game with a big stable of NPCs in a complex set of social relationships, maps of the land become far less important than maps of the social situation, and you can use relationship maps (like this one) to keep track of how everyone is connected and feels about each other.

And if, in the end, you don't want at all to play a game that is heavily focused on personal relationships and social interactions, sit down and talk with your players about what kind of game you can all enjoy. Putting a collar around their neck and dragging them toward the plot won't be fun for them or (as you've been learning) for you either.

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