Yeah. My players like to draft my NPCs into service. I'm okay with that - it gives me good plot hooks.shilsen said:What jgbrowning said. I've had situations where I wanted to remove an NPC from the party and the PCs upped and (in-character) said that they were going to stick with the NPC, come what may.
the Jester said:DMPCs make me very nervous- I don't think there's much of an easier way to mess up a good game than a poorly-played DMPC. On the other hand, done well, they can work out fine.
Previous discussion of this:John Morrow said:Can you illustrate what you think makes a DMPC "poorly-played" or "done well" in your opinion? I tried to illustrate my group's take on it above (bearable so long as they are support characters) but I'm curious what works or doesn't work for other groups.
caudor said:Currently, my regular group only has three players (I'm the DM). However, many of the published adventures are designed for a party of four characters at a specific level.
Rather than scaling the down adventure (which I tend to dislike), what I do is run a forth member of the party myself so that in effect--I'm playing and DM'ing at the same time. This requires more preparation and special attention to be sure the character I'm playing gets no special insight or grabs the spotlight from the real players. This also allows me to fill in a gap to help balance out the party as far as classes.
My players seem to enjoy this approach. So I'm wondering...does anyone else to do this? If not, do you feel this approach is a poor remedy to balance things for an adventure?

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