KG Carlson wrote:Uncle Servo wrote:The 'Mentor NPC' -- one of the great classic RPG elements.
Yes, but make them durable. My HU group had a mentor for their young heroes, and it ended very badly. A supernaturally strong player grabbed up a magical blade and leaped to assist the mentor, who was grappling a vampire. Bad time to roll a natural one.......
ROFLMAO!
I, too, have learned the hard way that the most feared word in all of gaming isn't 'abracadabra...' or 'Balrogs...' or even 'nuke...' No, the most feared world in all of gaming is the word "Oops!"
But back to the topic...
I wouldn't say that having a pre-written story is a bad idea in and of itself. After all, when you get right down to it those ol' "Hook/Line/Sinker" campaign ideas are pre-written stories. The whole Siege of Tolkeen scenario from Rifts is a pre-written story. The trick though is taking what the players have given you (in the form of characters and their backgrounds) and successfully incorporating it into your storyline.
Also, there's really nothing with saying things such as "I'm looking for someone to play a jaded, bitter, cynical ex-supersoldier brought out of retirement" or "I have some specific pre-generated characters who will be vital to the overall story" when starting a campaign. You make that known up front and let people volunteer to take on those roles (maybe offering a bribe of XPs as incentive). I've played in games where EVERY character was pre-generated, and had just as much fun as I have in games where all characters were generated by the players themselves.
Again though, the trick is to allow enough flexibility in these characters that players who want to put their own spin on them can do so without wrecking your story ideas.
But again, that's just me. Your mileage may vary.