As the module contains essentially five smaller modules connected by a single overarching plotline, it should be easy to add or subtract material as the DM sees fit. The material here was originally created to serve as a sequel to my 'Shades of Moonshae' campaign, which takes characters from level 1 to levels 3-4, but this module can easily be adapted to fit into any campaign world. Knowing the problem, the DM can attempt to solve it. This can be done by humbling the DMPC and having them acknowledge the party's talents, or to change the DMPC into more of an opponent for the party to beat in the campaign.This module is basically just a compilation of several of my one-shots into a lengthier, freeform campaign. For example, a DMPC could be introduced who is intended to be incredibly confident, but his portrayal makes the players view them as insufferably smug and arrogant instead. Like what Abed's roles as DM in Community show, ensuring player satisfaction is priority one. In situations such as these, taking feedback from the players is important for improving in the future. Related: D&D: All Playable Race Differences In Monsters Of The Multiverse However, if the party seems disinterested or annoyed when the DMPC shows up, that is a definite sign that something has gone amiss, and it is up to the DM to fix it. If the players are clearly having fun, bantering with the DMPC and using their in-character knowledge effectively, then all is going fine. When using a DMPC, the Dungeon Master should remain acutely aware of the players' reactions upon their appearances. The players should feel powerful, and an absurdly strong DMPC can rob them of that feeling. Encounters in D&D cities and urban settings may be a good approach for these sorts of characters in order to downplay their immense power. However, a character this strong shouldn't be a frequently-occurring DMPC unless the players are at a similar level of power. For example, the headmaster of a mage's academy could be a Level 20 Sorcerer, or a very high-level fighter could be the captain of the guard. There are ways for incredibly powerful characters to work in a campaign. It can be rather discouraging and alienating to some parties when it feels that their efforts are outshined by an absurdly strong DMPC. When a DMPC is overwhelmingly strong to the point that they overshadow the party, it feels like the Dungeon Master views them as the protagonist rather than the players. It is a similar problem to the DMPC that steals the spotlight from the party, and examples of one of these problems frequently include the other as well. However, the DMPC should not be decimating everything in their path with ease. They want to be the heroes, not support for the Dungeon Master's chosen one.Ī D&D party battling a higher-level creature monster with the help of a powerful DMPC is fine as a rare occasion. Obviously, this makes the game less fun for the players. In particularly extreme examples, the party will be reduced to essentially being the DMPC's sidekicks. The party will just be expected to go along with their whims and wait for their chance to have control of a scene again. This particular variety of DMPC will get a lot of scenes where they dominate the attention of everyone present, and they will rarely if ever be portrayed as in the wrong on any topic. Often, this comes when the DM introduces homebrew into the campaign, but is so excited that they do not balance its usage. One thing that a bad DMPC will do is become more important to the story than the party themselves. This is a very common problem with DMPCs, especially those that their creators are particularly enamored with. They want their custom-made character to be important, but the issue comes when they start to overshadow the party. Sometimes a Dungeon Master will get carried away when bringing their DMPC into a scene, and they wind up taking up much more of the session time than they should.
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