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*Dungeons & Dragons
The "DM's PC"
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<blockquote data-quote="Ovinomancer" data-source="post: 8097947" data-attributes="member: 16814"><p>I've done this a few times when an extra party member is needed or wanted, and played where one was used. Personally, I would avoid using such an NPC as an info source very strongly. That turns into a crutch. Instead, I formulate a strong but simple personality for the NPC, one that is easy and clear to characterize and that give the NPC a backbone so that everyone at the table can guess what that PC will do in a given situation. Then, I try very hard to not deviate from that. This makes the NPC a predictable part of the game that can be relied upon by the players but doesn't act as the GM's plot helper.</p><p></p><p>For instance, I had an NPC Light cleric when I ran SKT because the party was all martials and one warlock and four strong. I like 5 strong parties because it significantly reduces bad luck swinginess and provides more stable depth, so I offered an NPC which the party accepted. The NPC would avoid melee, blast before heal unless someone was badly hurt or down, and wasn't very bright so wasn't a reliable source of knowledge skill use. I fleshed this out in bonds and traits for easy handles on the NPC. The NPC also had a gambling flaw, which mostly occurred offscreen in that the NPC, regardless of any treasure received, only ever had about 10 gold on them. This was shown in play by the NPC offering bets on outlandish things and usually taking the longshot. The resulted in a solid fifth party member that shored up a weakness without becoming a crutch for the party. At no point did the NPC have knowledge specific to the adventure before the PCs did. The players enjoyed the NPC, but she never outshone them or was used as a plot device.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8097947, member: 16814"] I've done this a few times when an extra party member is needed or wanted, and played where one was used. Personally, I would avoid using such an NPC as an info source very strongly. That turns into a crutch. Instead, I formulate a strong but simple personality for the NPC, one that is easy and clear to characterize and that give the NPC a backbone so that everyone at the table can guess what that PC will do in a given situation. Then, I try very hard to not deviate from that. This makes the NPC a predictable part of the game that can be relied upon by the players but doesn't act as the GM's plot helper. For instance, I had an NPC Light cleric when I ran SKT because the party was all martials and one warlock and four strong. I like 5 strong parties because it significantly reduces bad luck swinginess and provides more stable depth, so I offered an NPC which the party accepted. The NPC would avoid melee, blast before heal unless someone was badly hurt or down, and wasn't very bright so wasn't a reliable source of knowledge skill use. I fleshed this out in bonds and traits for easy handles on the NPC. The NPC also had a gambling flaw, which mostly occurred offscreen in that the NPC, regardless of any treasure received, only ever had about 10 gold on them. This was shown in play by the NPC offering bets on outlandish things and usually taking the longshot. The resulted in a solid fifth party member that shored up a weakness without becoming a crutch for the party. At no point did the NPC have knowledge specific to the adventure before the PCs did. The players enjoyed the NPC, but she never outshone them or was used as a plot device. [/QUOTE]
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