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0

I'm going to take a different route than the other answers, all of which (to me) appear to be encouraging the GM to use his 'guide' to actively screw with the players. I'm going to suggest right out of the gate that this is bad, primarily because the GM gave you a guide in the first place, so making the guide actively hinder the players is just underhanded, ...


3

I found those situations to be self-correcting. The mechanism is XP. Let's assume you have an all-knowing, all-mighty NPC. It does not matter why he is all-knowing or all-mighty. The characters can ask him questions and can have him solve problems. But that will net them zero XP. That's not a punishment, that's simple reality. You don't learn if you let ...


3

Some of the answers others have given are good, and cover what to do as a player, but I feel the major issue here is with the way the GM has designed the NPC and why they have put the NPC with the group. It feels almost like they do not trust the way they have designed the adventure, and are worried that your group might not be able to find their way ...


5

There is a simple answer to this: mix things up. The character only knows how things were last time he came this way, so have things change. There are lots of potential ways to do this but for a simple example: As you turn the corner you see a scene of devastation. A massive landslide has come down the mountain and taken out the road. The resulting ...


0

Personally i think that GMPC are a great opportunity for a GM to increase the number of characters, so he can make a campaign more challenging without focusing on too much players and can experience some in character talk Basically in combats, there should be no problem, but i would do the following if players directly ask the GMPC: if they are totally ...


2

In a game our DM leads, his character is simply mute. Although he does use gestures, he never talks, thus making it virtually impossible to get any particulary useful information or advice from him. He is still capable of stopping the group from doing a dumb mistake, and also a nice source of black-humoured jokes when somebody is trying to ask him. I know ...


4

GMPC can lead to a lot of potential problems. Most times I have seen this idea in action, it has been done wrong. So, I generally speak against using them. In this case, with players, but specially the GM, being novice, my position is more categoric. It takes a lot of experience to play a GMPC well, so I would wait before doing it. There are other ...


4

I think the problem here is considering the character being controlled by the DM as a PC at all. Once you (and the DM) get into accepting that character as an NPC you should be on your way to getting over the perceived problem here. As long as the DM plays the NPC in-character and limits their knowledge and role to what the character would know and do based ...


0

There's multiple ways to handle this. These might not be easily repeated, but this is considering a guiding NPC is probably not very common - they won't encounter many of them. Mute your NPC! You don't have to mute him physically - he can also be a loner who doesn't like to talk, or is just grumpy, secretive, paranoid, whatever keeps him from sharing vital ...


20

I got a lot of experience doing this in troupe-style roleplaying in Ars Magica. My policy as a gamemaster is that if someone approached my player character running in NPC mode, they would get advice that was in character and almost certainly the wrong thing to do. I considered my knowledge of the scenario that I had concocted and then asked myself, “How ...


6

Advice For Dungeon Master: Flip The Question Back To The Player Characters I have had a DM PC/NPC as a Neutral Good Cleric of Pelor / Along with a group of Paladins of Heironeous. As soon as they got into the habit of "Hey Samael, what would you do?" My response was, "My orders are to keep you alive to the best of my ability, not guide your quest." When ...


-6

From personal experience GMPCs are just wrong, your GM should stop playing an GMPC immediately. One big problem is, that the GM knows everything but should try to seperate his Characters knowledge from his GM knowledge, it will lead to bad / missing descriptions because he already knows how the scene looks which in turn won't give you enough info to come up ...


2

I'm a GM of an endless (six years now) campaign and I'm tutoring my brother before he becomes the main GM; I moved to another city meanwhile and I won't be able to continue playing with that group forever. So I'll try to add my experience - if it's too late for you, then for others in a similar situation. First: you need to maintain the universe, but not ...


5

The simple answer is the one you've already implemented: Rotate GMs. He has fun with a high-powered campaign, there's nothing wrong with that as such. So long as he's not disrupting the game when it's not his GM night, I don't see the problem with it. Hell, White Wolf made an entire game out of it (Scion), and D&D has some "Epic Level Adventures" ...



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