[RPG] What dangers are there in having the GMPC be the recurring villain

dnd-3.5egmpcvillain

I have started my first 3.5 campaign and had the idea that as the GM I could still enjoy playing by making a character using the normal rules and running it as the villain. It would gain the same experience points as the party and level accordingly.

It would not be a part of the party and would not travel with them. It would show up at points in the story, first time being in the first dungeon by killing the boss and replacing it with his Eidolon. I have been told it is normal to make NPC like this in D&D but in my experience GMing other games you could never make an enemy using the same rules as a PC.

The concept is a summoner/paladin that is trying to save the plane but but has become more and more acceptant that the ends justify the means and has fallen form being a paladin but has not noticed as it was gradual. The players will see his evil actions and eventually decide to take him out, learn the truth and finish his quest in a less blood soaked manner.

My idea was to give villain the same exp as the party, not take a cut but juts the same as what the leader gets form each encounter. This way I can enjoy growing a character like everyone else.

I was planing to play it completely straight so no GM fudging for my character, if I get a bad roll I get a bad roll, no cheating.

What problems would I have playing a straight character like this? How would I balance it against the party as an effective BBEG? For example, what starting level would people advise for a summoner/paladin against 4-5 level one players? I want him to last at least 2 encounters and be a fun challenge.

Best Answer

What you are describing is not a GM PC, it's a normal NPC villain. In the system you're using, building villains using the same character-creation rules as the PCs is also normal. Neither of them makes the villain "your PC".

It's hard to tell why you call this villain "my PC", though:

  • If you just wanted to be clever and make them use normal character-creation and levelling rules, then that's fine, and it's not unusual. They're not your PC though, they're just an important NPC. Treat them like a disposable pawn like every other NPC.

  • If you want a character to call your own and put the same care and attention into their levelling-up development, stop. Don't do that in a game you're GMing. If you want the enjoyment of being a player, be a player in someone else's game. Even GMs with years of experience mostly can't pull that off without "playing favourites" with "my PC", and a novice GM is certain to ruin the game trying to have a GM PC. The GM has a job to do, and doesn't have time for "being a player" in their own game.

As the GM, the entire world is your character. Choosing one NPC to be "your character" means they get too much of your attention and the rest of the world and game gets neglected. As a new GM, learn to walk first: learn to run a whole world, learn to build flexible plots that respond to player actions, learn to create memorable characters (even unimportant ones), learn how to pace a session.

If your game revolves entirely around your plans for this one NPC, you've created your own Achilles Heel, and one unexpected turn of the game will undo all your plans. But if you have a whole world that you've been tending to, with loose plans scattered across it, then one villain dying unexpectedly won't wreck the game at all – instead, it will be a moment of triumph your players will have earned through their own skill, and they'll remember that moment and game for years.