Just as economic actions help to bind PCs to the material world of the campaign, social activites connect them to its NPCs and organisations. By developing relationships they can build a growing network of allies, friends, contacts, lovers and frenemies; retainer rules allow them to take some of these along on adventures. In my game, in the course of the story it just made sense that certain NPCs would become close to the party and even tag along on adventures - it made sense to give the PCs ...