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The DMPC Can Be Your Best Friend

The DMPC is a controversial figure in gaming, but if used right can help solve a lot of role-playing problems.

By Jamais JochimPublished about a year ago 5 min read
DMing is more than dice and the tools can get weird. [Nika Benedictova (Pexels.com)]

In most campaigns, the DMPC is looked down on. The basic concept Is that the referee runs a party character; that is, a character who is fully integrated into the party and is just one of the PCs. Usually, this is a problem because the DMPC has access to information that the other PCs don't and takes advantage of that information, gets all of the best loot, and generally gets favored treatment. This makes the character a problem for the campaign, especially as he tends to tread on the toes of the PCs.

In essence, the DM is playing the game with all of the cheat codes and it cheats the actual players out of having fun. However, if you put a few limits in place the DMPC can actually be a valuable asset for the party. For GMs interested in trying some weird things, here are some suggestions for a workable DMPC.

Building In Some Limits

There are four limits that you need to put into place:

  1. The DMPC should not be the leader or even in the chain of command. The goal is to give the PCs agency; putting the DMPC eliminates that. The same applies to being the main adviser or backup leader; the DMPC can give clues and advice if asked but should not be in a position where he's giving the orders. Weirdly, this is where stereotypically ADHD characters shine: The character who sits down and records the battle, draws those weird runes on the wall, or is distracted by the glowing bugs is perfect.
  2. The character either plays a non-combat role or is a secondary fighter at best. This generally means that the DMPC plays the healer or walking encyclopedias; when combat happens, they either fade into the background or pull out the healing potions. If they do get in on combat, then they tend to be archers or grenadiers; their job is to whittle the enemies down and distract them at key points so the actual PCs have a little easier time in the fight.
  3. The character should have reason to be absent every so often. The character should take the occasional leave from the party (this is one time where absence increases fondness) so that the PCs feel like they are the ones in charge and the DMPC is just a visitor in their world. Call this the Gandalf Clause: The DMPC is only adventuring because he has to, not because he wants to. He can be a prince with duties at home, a merchant who follows along using the PCs as bodyguards so he can go from city to city safely, or a scholar looking for a particular bit of lore. Heck, if the ship is big enough, he can trapped in the captain's room as the navigator. In essence, anything that takes him out of the action works.
  4. Keep the DMPC at a lower power level than the PCs. In D&D terms, this is at least one or two levels below the PCs; in Champions, this is about 50 points or so. More than anything else, this is just to emphasize to the GM that the DMPC is not on the same level as the PCs and that's fine. This is also a side effect of putting him on vacation as well as ensuring that he never becomes a leader in the group or takes over combat.

Filling A Disliked Slot

Inevitably, you're going to find that there seems to be some slot that needs to be filled. The healer is the obvious one; even healing clerics seem to prefer causing damage to healing it. The party encyclopedia is another; no one wants to be the walking encyclopedia of the group so the party is always running to the nearest sage tower or oracle temple. Defensive mages also tend to be uncommon; counterspell and dispel magic are great spells to have but no one seems to memorize them. This also applies to more general roles, such as having an armorer or animal handler. With the DMPC, you have someone who can fill in these roles as needed.

You Always Need A Font

Let's go back to that "walking encyclopedia" thing for a moment. Too many players focus on the "heroic" side of "heroic fantasy" and so create these really cool ultra-heroic characters who can cleave mountains, blast armies, and steal the royal jewels with no problem, but can't figure out simple riddles or know the history of the land they're saving. When they encounter that really cool puzzle you've spent hours getting just right, they can't even solve the first step because they don't know anything about basic physics. However, by giving the DMPC the appropriate skills, the party can solve those puzzles.

[Obviously you shouldn't set things up specifically for the DMPC, but sometimes you need a different challenge for the party to solve. However, it's also part of the heroic journey that sometimes you be reminded that you do have limits; this allows for character growth and for the PCs to figure out that maybe some book-learning is in order.]

Well, Someone Needs To Be Put On Ice

Generally, "fridging" a character (killing the hero's loved ones for emotional impact) is a bad thing. However, in a game, it can work if you've set things up so that there is a well-loved NPC who the bad guys can kill (or at least take hostage and/or torture); this gives actual emotional stakes to the game and makes things a little more intense for the players. This also gives the party an option if a hostage is needed, needs to be left behind, or otherwise needs to be sacrificed "Really, Oliver; the witch just needs a plus-one for the festival!"). You shouldn't do this often, but if done every so often it can really up the drama level or become a running joke in the campaign.

The Integrated Back-Up

There are going to be times when someone wants to play for a session or three but doesn't want to roll up a character. For that matter, there may be times when one of your players wants to DM. The DMPC gives that guest player someone who's integrated into the party already and can be modified a little to fit the preferred mode of play relatively easily; they can be ready to play in minutes. If someone wants to DM and you can get the DMPC okayed, then you have a PC for yourself without wasting any time rolling up a new character.

Obviously, this isn't going to work for all groups, especially for groups where the DM would prefer to play. Adding to the fun Is that some players have had unfortunate encounters with DMPCs before and so they justifiably have problems with them in other games. With that in mind, feel free to use them, but be very careful or your players will lynch you, if you're lucky.

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About the Creator

Jamais Jochim

I'm the guy who knows every last fact about Spider-man and if I don't I'll track it down. I love bad movies, enjoy table-top gaming, and probably would drive you crazy if you weren't ready for it.

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