Playing two characters


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Playing two characters at once works fine. We have done it a lot in the past. But the drawbacks outweigh the benefits.

While playing two characters is perfectly alright. If you have enough players you should switch them back to 1 PC per player. It starts to suck when you have 6 or 8 players in your group each with 2 or 3 players.

So while Multiple PC's per Player (or MPCpP) is entirely acceptable and does in a pinch it is no substitute for having actual players.
 

I hated playing 2 characters when I was playing 1e--I never could really develop either one as much as I wanted. When I started to DM and only had two players, I just gave them some NPC help--it still works just fine. I basically roleplay the NPCs, but I just had my two players roll the dice etc. for the characters. It was almost like having two PCs but without the extra hassle of trying to think of a personality and develop it fully for both.
 

I'm youth, and this is what I say:

Don't scale the encounters, have people save them, or run NPC's around them for protection. Give them the Leadership feat, a golem, or any of the "other ideas", and giving them 2 characters is just fine.
 

Actually, the longest campaign I ever played in was with 2 players and the DM--4 years. He wove NPCs in and out of the campaign, including a woman who fell in love wihi the other PC--it was really fun!!

I think a campaign with 2 players can be fully viable, and neither one of us wanted to play 2 characters. To this day, I won't as a player, and I don't allow it as a DM. As a DM, I adjust the story and encounters, provide items here and there that may serve some purpose (a barbarian shaman providing healing herbs that must be boiled in water, and taste awful, in gratitude for being rescued to help make up for the lack of a cleric, for example).

Be creative and imaginative in a way that helps bring out the flavor of your world also, and have fun with 2 characters, I say.
 

Back in the days of Advanced Dungeons and Dragons, I ran three characters. One necromancer from one of those odd Bard's Games Books, one lawful neutral cleric of St. Cuthbert, and one of those strange paladin variants, the chaotic neutral one. Our GM was high fantasy to the extreme and for mid level (5th-10th) we had some great items.

Fun for all at the time.
 

Two characters per player can work fine, if the player can handle it and likes doing it. I find it better to play opposite character/class types, because it helps me to differentiate them in play as well as in my head. Or have them be identical twins to the extreme. It can be nauseatingly fun.
 

While I like having only one person per character, two can be fun. I just prefer not to overburden the players IF it's not necessary.
 


And to be more on topic... Unfortunately, that campaign ended. I'm not actually sure what happened...

However, it did make way to my current group and campaign, which has had a healthy three-to-four member group and has been going on for over a year.

Two players can be fun, fast, and exciting, but having three to four is a lot more steady.
 

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