Yes. The "plot device" thing is a good flaw too. If the DMPC has an important/obligatory part of the adventure attached to it, it's almost always a bad idea, because it means in most cases the spotlight will be stolen from the PCs, which is the one thing that absolutely should not happen. The same way, the DMPC should never, ever do things that would be "required" for the adventure to go on, succeed. It should not become a deux ex machina in any sort of circumstance.scourger said:Unfortunately, my expereince with it is universally bad--including when I DM. Either the DMPCs are the focus of the adventure in some way or the players think they are. Either way, it's less fun for the players. So, I just stopped doing it. I'm at the game table to play or DM, not both at the same time.
I think that's a question of experience of the DM. If the DM continually forgets about NPCs accompanying the group in the adventure, then that means the DM isn't as experienced as one or the other would like to believe.In my experience DMs tend to forget about NPCs in combat rather than push them into the spotlight.
Iron Captain said:On the one hand I think good NPCs are what makes roleplaying really fun. On the other hand when NPCs get into combat they tend to drift into the background until one player finally asks "Hey what happened to NPC?"
DM:"Oh uhmmm he's right here."
Iron Captain said:On the one hand I think good NPCs are what makes roleplaying really fun. On the other hand when NPCs get into combat they tend to drift into the background until one player finally asks "Hey what happened to NPC?"
DM:"Oh uhmmm he's right here."
In my experience DMs tend to forget about NPCs in combat rather than push them into the spotlight.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.