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How to DM AND play char.?
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<blockquote data-quote="Set" data-source="post: 3990992" data-attributes="member: 41584"><p>DMPCs are primarily a problem when they are spellcasters or have some sort of GM knowledge that puts them in a position where they end up default leading (if a scribe who works for the noble who hired you tags along, then the PCs will automatically defer to him when dealing with their boss, for example, pretty much leaving you talking to yourself while the party stands around holding their cheese).</p><p></p><p>Using an NPC class, such as an Adept, Warrior or Expert, could go a long way towards evening out any perception of the DMPC being too powerful.</p><p></p><p>The 'rules,' as I see them;</p><p>1) Make sure the character doesn't step on any PC toes. If it's a fighter, make it weaker and less effective than the party fighters. Don't try to get around this by giving it some cool toy, like a Spiked Chain trip-build. If the party Fighter types are around 6th level, have the DMPC be 4th-ish, suitable to be a Cohort, but not a full member. Having a wizard as DMPC is the worst choice, as a wizard can easily make many other team members feel worthless with the right spell choices (out roguing the rogue with a Spider Climb or Invisibility, for instance).</p><p></p><p>2) Don't demand that Skippy the DMPC get a fair share of party treasure, or else the players will feel like you are cheating them out of a percentage of 'their' treasure (if he's not terribly effective, it will sting even more, as they will feel like they are 'carrying him' and losing a disproportionate amount of money for doing so!). He's got his own reasons to tag along with the party, and he's not a flunky, nor is he a member of the team. Maybe he just hates whatever the party is fighting. If the players aren't complete dicks, they'll be willing to give him cast-off armor, etc. and keep him outfitted somewhere near appropriate to his (appropriately lower) level. Doubleplus don't have him be on a quest for a particular valuable item and find it during the course of the adventure! Few things can start a real-life argument like hearing the words, 'Okay, Bob gets a +1 Ring of Protection, Darren gets 20 +3 arrows, Mickey gets a Dagger of Venom and my lovely wife gets a +5 Elven Longbow that shoots flaming Unicorns at people.' (Having him join the party because he wants to reclaim some family heirloom from the raiding mooglies that has no actual worth in coin, but is of great sentimental value to him or his family is okay. If his 'share' of party treasure is Grandpa DMPCs breastplate from his days in the wars, a non-masterwork breastplate with a conspicuous hole in the center of it, "Did I mention that grandpa took a ballista bolt to the chest? He was carried home on his shield..." would be less objectionable.)</p><p></p><p>3) Don't have the DMPC have access to any special information or connection to the local social structure. This may seem like the obvious introduction point for a DMPC, but it runs the risk of having the party stand around letting you talk to yourself since the DMPC Acolyte 'obviously' is the best person to talk to High Priest Wedbetter or the Town Guard who tagged along is 'obviously' the best choice to haggle with the Mayor about how much the party is gonna charge for killin' those Hobgoblins... Making the character a mute might be going to far, but having him be surly and uncommunicative, or just flat-out wrong-headed about some matters, might help ensure that he is discounted from the 'face-man' role. Never let the DMPC be 'face-man.' Bards are right out, for that reason.</p><p></p><p>4) Don't use systems, races or classes that aren't available to the PCs. If you told your players 'core only,' having the DMPC be a Thri-Kreen who uses the Psychic rules from Green Ronin's Complete Psychic Handbook might result in your being thrown out the window by your gaming group. Fair play is key, and stacking the deck in your favor isn't going to win friends and influence people at the gaming table. Even something as simple as a custom magic item or spell that the PCs don't have can really annoy some players.</p></blockquote><p></p>
[QUOTE="Set, post: 3990992, member: 41584"] DMPCs are primarily a problem when they are spellcasters or have some sort of GM knowledge that puts them in a position where they end up default leading (if a scribe who works for the noble who hired you tags along, then the PCs will automatically defer to him when dealing with their boss, for example, pretty much leaving you talking to yourself while the party stands around holding their cheese). Using an NPC class, such as an Adept, Warrior or Expert, could go a long way towards evening out any perception of the DMPC being too powerful. The 'rules,' as I see them; 1) Make sure the character doesn't step on any PC toes. If it's a fighter, make it weaker and less effective than the party fighters. Don't try to get around this by giving it some cool toy, like a Spiked Chain trip-build. If the party Fighter types are around 6th level, have the DMPC be 4th-ish, suitable to be a Cohort, but not a full member. Having a wizard as DMPC is the worst choice, as a wizard can easily make many other team members feel worthless with the right spell choices (out roguing the rogue with a Spider Climb or Invisibility, for instance). 2) Don't demand that Skippy the DMPC get a fair share of party treasure, or else the players will feel like you are cheating them out of a percentage of 'their' treasure (if he's not terribly effective, it will sting even more, as they will feel like they are 'carrying him' and losing a disproportionate amount of money for doing so!). He's got his own reasons to tag along with the party, and he's not a flunky, nor is he a member of the team. Maybe he just hates whatever the party is fighting. If the players aren't complete dicks, they'll be willing to give him cast-off armor, etc. and keep him outfitted somewhere near appropriate to his (appropriately lower) level. Doubleplus don't have him be on a quest for a particular valuable item and find it during the course of the adventure! Few things can start a real-life argument like hearing the words, 'Okay, Bob gets a +1 Ring of Protection, Darren gets 20 +3 arrows, Mickey gets a Dagger of Venom and my lovely wife gets a +5 Elven Longbow that shoots flaming Unicorns at people.' (Having him join the party because he wants to reclaim some family heirloom from the raiding mooglies that has no actual worth in coin, but is of great sentimental value to him or his family is okay. If his 'share' of party treasure is Grandpa DMPCs breastplate from his days in the wars, a non-masterwork breastplate with a conspicuous hole in the center of it, "Did I mention that grandpa took a ballista bolt to the chest? He was carried home on his shield..." would be less objectionable.) 3) Don't have the DMPC have access to any special information or connection to the local social structure. This may seem like the obvious introduction point for a DMPC, but it runs the risk of having the party stand around letting you talk to yourself since the DMPC Acolyte 'obviously' is the best person to talk to High Priest Wedbetter or the Town Guard who tagged along is 'obviously' the best choice to haggle with the Mayor about how much the party is gonna charge for killin' those Hobgoblins... Making the character a mute might be going to far, but having him be surly and uncommunicative, or just flat-out wrong-headed about some matters, might help ensure that he is discounted from the 'face-man' role. Never let the DMPC be 'face-man.' Bards are right out, for that reason. 4) Don't use systems, races or classes that aren't available to the PCs. If you told your players 'core only,' having the DMPC be a Thri-Kreen who uses the Psychic rules from Green Ronin's Complete Psychic Handbook might result in your being thrown out the window by your gaming group. Fair play is key, and stacking the deck in your favor isn't going to win friends and influence people at the gaming table. Even something as simple as a custom magic item or spell that the PCs don't have can really annoy some players. [/QUOTE]
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