[RPG] How to GM and play a PC without spoiling the fun

campaign-developmentcombatdnd-4egmpc

We're returning to D&D 4E after a long absence from it, coming back from Savage Worlds since we've really missed HP-based battles and videogame-like logic.

However, as we talked about our new campaign based on the novels and videogames of .hack//, the question struck me: "So, who are you gonna play this time?"

My players like when I play a PC as well, and I sincerely like to build characters that aid in storytelling. I'm creating some basic NPC allies, for some quests here and there and as part of the narrative, since they like an "anime" storytelling style where there are lots of secondary characters with their own backgrounds.

But they want me to have a full PC traveling with them too, especially since we lack someone in the Leader role and no one ever wants to play it.

I've made characters for 4E before whom I played as, however I've found this has two large issues:

  1. While controlling my character I noticed I pretty much avoided having monsters attack me. When I corrected this, I pretty much started intentionally making them go all out on me. It made the battles weird since I felt I was playing "Punch U Punch me" with my own face…

  2. When that doesn't happen, my PC just makes battles easier. I know my Bosses and Enemies, but I want to hurt my players, not kill them, so I pretty much end up screwing up and accidentally revealing weaknesses in order to well… defeat myself and save my team at the same time.

How can I balance this? I feel like it happens when I give them allies for quests as well, not just when I'm playing a PC.

I've considered letting the players control my PC during combat, but of my three players, two of them do not like controlling more than their own PC (it was a problem in Savage Worlds, where it's common to hand the players control of NPCs during combat), and the third is new to 4E and wants to focus on his Fighter. In case it's relevant, the other two PCs are a Rogue and a Psion.

Best Answer

As a fan of the Suikoden franchise, I also like creating basic NPCs that follows the players (the Smith is a common one).

You seem to already avoid the pitfalls of most GMPCs: disliked by PCs, and abnormally strong and awesome. That's great.

Since your problem is mostly related to combat, I would suggest an option I use when NPCs become good enough to be useful in combat (otherwise they stay in the back, or simply give a passive bonus): let your players play them.

Make a character sheet, control the character out of combat, and when combat happens simply hand the sheet to the players. Either have one player control it (the one most familiar with the rules, or whose character cannot play at the moment), or even make it a group thing with all players (you included) deciding what the NPC should do.

For lazy players, consider statting the NPC as a monster, with a couple at-wills and some recharge powers, just like a monster. The (significantly) reduced complexity of the character might make them less reluctant to take on the additional effort of managing the NPC's combat.

However it's statted, handing over control of the character makes it easier for you to avoid most bias, and for the players to better relate to the NPC.