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<blockquote data-quote="slobo777" data-source="post: 6032736" data-attributes="member: 6694877"><p>This sort of thing IME is just as likely to happen with "favoured NPCs" as DMPC additions to the party. The main difference being that a DMPC is around for more of the story, so there are more opportunities for even an otherwise level-headed DM to slip up.</p><p></p><p></p><p>IMO, signs you should <em>not</em> run a DMPC include:</p><p></p><p>1) You are excited about the character in some way. Doesn't matter whether it's the build or their back-story. File the character sheet for "next time I play"</p><p></p><p>2) You make the character vital to the plot line. Kill them (or retire them as non-adventuring NPC) immediately, and have one of the player PCs inherit the plot line.</p><p></p><p>3) You really want to play, and have reluctantly taken on the DM role because someone has to. Figure out how you might enjoy DM-ing without having your own PC, and/or talk it through with the group.</p><p></p><p>4) You have 4 or more regular players with PCs in the group already. You will need to concentrate on entertaining those players, and your own complex character to run is going to get in the way more often than it is entertaining on that ratio. If the story still requires that they have an adventuring companion, build it simply (as NPC/Monster), play it as an NPC and have it stay out of the way most of the time.</p><p></p><p></p><p>Signs you could (or even should) run a DMPC:</p><p></p><p>1) You have between 1 and 3 players, and they are not interested in managing extra characters themselves. They may also lack an important party role such as front-line fighter or healer. Make a DMPC to fill the gap, try to hand as much decision making for it to the players as they can accept.</p><p></p><p>2) I can't think of a (2) here . . . perhaps another poster can?</p></blockquote><p></p>
[QUOTE="slobo777, post: 6032736, member: 6694877"] This sort of thing IME is just as likely to happen with "favoured NPCs" as DMPC additions to the party. The main difference being that a DMPC is around for more of the story, so there are more opportunities for even an otherwise level-headed DM to slip up. IMO, signs you should [I]not[/I] run a DMPC include: 1) You are excited about the character in some way. Doesn't matter whether it's the build or their back-story. File the character sheet for "next time I play" 2) You make the character vital to the plot line. Kill them (or retire them as non-adventuring NPC) immediately, and have one of the player PCs inherit the plot line. 3) You really want to play, and have reluctantly taken on the DM role because someone has to. Figure out how you might enjoy DM-ing without having your own PC, and/or talk it through with the group. 4) You have 4 or more regular players with PCs in the group already. You will need to concentrate on entertaining those players, and your own complex character to run is going to get in the way more often than it is entertaining on that ratio. If the story still requires that they have an adventuring companion, build it simply (as NPC/Monster), play it as an NPC and have it stay out of the way most of the time. Signs you could (or even should) run a DMPC: 1) You have between 1 and 3 players, and they are not interested in managing extra characters themselves. They may also lack an important party role such as front-line fighter or healer. Make a DMPC to fill the gap, try to hand as much decision making for it to the players as they can accept. 2) I can't think of a (2) here . . . perhaps another poster can? [/QUOTE]
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