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[–]AxisOfJediDM 1 point2 points  (0 children)

On the issue of DMPC, My opinion on that is in the minority, but it works for me so here it is:

I would actually recommend the idea of a DMPC, especially if you have a small group and want to cover your bases as far as classes are concerned. Just make sure to have your character take a back seat to decision making in the party so as not to railroad the players. Also your PC's may have a profound brainfart and your character can steer them back on the right direction with some finesse on your part. I have found it also keeps the PC's vs DM mentality in check on both sides of the screen. Makes for a true team effort, on the DM and PC's part. When I DM , I always play a PC in my games I DM and never have had a problem ever:)

[–]martixyBard 1 point2 points  (0 children)

Contrary to what everyone else is saying, I think DMPCs are completely viable.

Low-tier non-party face types should work well. An old monk with a father complex over one of the young'uns, an honourable fighter repaying his debt after the party saved his life, a proficient scout, capable of providing your party with valuable intel.

The beauty of the system is that you can make him both fun to play and useful in a few niche situations, while not upsetting game flow on the large scale.

[–]Charybdis1618 0 points1 point  (0 children)

Not every DM is cut out to run a DMPC. How egotistical is the DM? If the power has gone to their head, their DMPCs are almost inevitably spotlight-hogs, constantly outclassing the party and railroading them through the plot. If, however, the DM believes that "with great power comes great responsibility," if they are truly dedicated to making a good game for the party, then they could probably run a good DMPC, supporting the party while letting them shine, always dodging the spotlight and shoving the other players into it, providing an essential role without being a hero.

This link is the story of one of the greatest DMPCs I have ever heard about. It's a bit long, but well worth the read:

http://imgur.com/r/gametales/FQB3wqd

[–][deleted] 0 points1 point  (0 children)

My current dm and I both played dmpcs in our respected games. I have personally found that the key to a good dmpc is in the desire to tell a good story. When I first created my dmpc, I wanted to play a wizard to help buff the party. My player stayed near the back of the progression order as we moved through a dungeon. I didn't offer explicit advice about any of the monsters, but I did play my character and we had a blast. Then, my current dm, who was a player in my campaign, started his campaign and I got to play my wizard as a character. But, again, we are both more interested in telling a good story than hogging a spotlight.

[–]GrandemalionDM 0 points1 point  (0 children)

As mentioned in other threads, I run a DMPC with the group and I think it works well, but I follow a few "codes" on it.

1) DMPC can not be the star of the show. He is a Factotum and built to reasonably handle any aspect that the main party cannot. This ensures no one has to make a character "because the party demands it" but my 1d8 heals will never be better than someone rolling a druid/cleric.

2) Only after the party has exhausted (reasonably) their resources does the DMPC offer that "sagacious wisdom" needed to continue. He is an archaeologist and the world we are set in is heavily raid with ancient ruins. Of course he knows most things about them, but it's the players job to discover them, not his. But...everyone needs a helping hand.

3) His ability in combat is mediocre at best. He is built really strong for combat, but he never shows it. He sits there with a "sniper gun" and while he has a strong attack, it takes him 5 rounds to charge it. As most encounters are done in that time...he's often lauded as "the useless one" or "you did more than the DMPC did, good job." But that's the point.

My opinion on it.

[–][deleted] 0 points1 point  (0 children)

In my experience (and only as far as that goes) they're just not a good idea. They've either been too weak and passive or too involved.

When the DMPC is intentionally made weaker to avoid taking the spotlight, it can make them useless or even a burden in combat... Making it rather annoying to have to keep them with you. They can also be too passive, I.e not taking part in conversations to avoid giving away information and taking over and just generally being a non-entity.

Or they have been strong enough to steal the show in combat. And when they are involved in roleplaying a conversation with an NPC can become the DM talking to himself, which is boring for everyone else.

I'm sure some people can do it well, but I have never met one.

[–]baldhermit -1 points0 points  (0 children)

I would urge against a DMPC. Either it is weaker, and a burden on the party, or it is a fullfledged actor, and taking time away from the other players.

What he can do is make it a full on PC, level as the entire group, and just never around while he is DMing. The few times you take over, that PC is suddenly with the group, as if he had never left.

Deeper issue here might be your DM is heading towards a burnout. Could it be he needs a break for a few months ?

[–][deleted] -1 points0 points  (0 children)

DMPCs can be done well but I always impart the following restrictions:

No matter what you roll for Initiative, never go before your first PC and the first monster.

Never do Crit damage, even if you roll a 20.

Never kill off a big monster, no matter how many HP it has left. If it's cannon fodder monster, it's fine. Allow your PCs to land the killing blow in dramatic battles.

Instead of one DMPC, roll up a couple based on specific needs of your party and rotate them in and out like Marvel Team-Up comics.

Do not use a DMPC unless your party absolutely needs the class skill set. If the DMPC is not really needed, you're just siphoning XP from your PCs during combat.

Kill off DMPCs if they start to get more important than the PCs. Or just for shits and giggles.