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PBP needs an NPP (explained)
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<blockquote data-quote="FitzTheRuke" data-source="post: 7945335" data-attributes="member: 59816"><p>Taking over an absent player's character is actually something a little different than what I'm talking about.</p><p></p><p>I mean, sure, the NPP could do that, but for a slightly different purpose. They've got a job to do (more like co-DMing) so they'd only play a character to push a round (or more) forward, or to find a way to get rid of the character (once it's determined that the player is unlikely to return). Sure, it's possible that this could take awhile, but the goal would be different than taking over a character. That could still be done by a player who's waiting to join the game.</p><p></p><p>The concept is closer to the co-DM, but I find that kind of full-partnership to be rare - the games are often one person's vision, and this doesn't change that. (At least, not much).</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 7945335, member: 59816"] Taking over an absent player's character is actually something a little different than what I'm talking about. I mean, sure, the NPP could do that, but for a slightly different purpose. They've got a job to do (more like co-DMing) so they'd only play a character to push a round (or more) forward, or to find a way to get rid of the character (once it's determined that the player is unlikely to return). Sure, it's possible that this could take awhile, but the goal would be different than taking over a character. That could still be done by a player who's waiting to join the game. The concept is closer to the co-DM, but I find that kind of full-partnership to be rare - the games are often one person's vision, and this doesn't change that. (At least, not much). [/QUOTE]
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