Experienced groups often attempt to spice up new campaigns with innovative storytelling techniques, and adding one or more wildcard characters is a great tool for DMs. If a DM has run prior games for the same group of players, even the most skilled storyteller can become predictable. Players may anticipate plot twists and themes well in advance, due to familiarity. While the players themselves always bring surprises to a campaign, true wildcard NPCs can ensure that every participant is engaged and excited for where the campaign might go. For groups ready for an advanced approach to tabletop RPGs, a wildcard is an ideal addition.
There are many plot twists that subvert expectations, but even the most creative DM can benefit from some outside assistance. The term wildcard, as used in this context, is not simply an NPC with erratic behavior, but one that is not controlled by either the DM or any of the player characters. The DM can consult with the extra “wildcard player” in between sessions, so they can dictate their character’s actions. A wildcard commonly provides an additional antagonist for the players, above and beyond the DM controlled villains. Some wildcard roles work better than others. These archetypes provide a good starting point for groups ready to try this technique.
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For sandbox games, or campaigns that center on dungeon crawls and looting instead of more altruistic heroism, having another player take the role of a rival adventuring party’s leader can add spice to the game. With the six to eight encounters per day suggested in the 5e, every DM needs to add urgency to their games to ensure balanced challenges each
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