Sidekicks & Hirelings
Sidekicks and hirelings support the party without replacing player decisions. Their job is to cover logistics, add texture, or fill a campaign need when the table wants that help.
- Define why this NPC travels with the party and what would make them leave.
- Choose a narrow role: guide, porter, healer, scout, guard, scholar, sailor, translator, or apprentice.
- Set pay, loyalty, risk tolerance, boundaries, and chain of command.
- Keep their turn simple in combat unless they are central to the scene.
- Let them react to party choices, especially cruelty, generosity, danger, and broken promises.
Hirelings are practical and transactional. They should have clear rates, expectations, and limits before danger starts.
Sidekicks are recurring cast. Give them enough mechanics to survive their role, but keep the spotlight on player characters.
One clear job. A support NPC is easier to run when everyone knows whether they are a guide, guard, expert, translator, porter, or apprentice.
One clear boundary. Decide what they will not do: enter certain danger, kill, lie to authorities, betray a faction, work without pay, or lead the party.
One clear voice. A memorable habit, fear, loyalty, or complaint is usually enough to keep a hireling alive in the table's memory.
When a support NPC starts making the party's choices for them, reduce their authority or move them back into the background.