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Can d ms create their own characters? exploring goblin bards

Is Making a DM Character a Bad Idea? | Gamers Weigh In

By

Diego Rivera

Jun 30, 2026, 12:38 AM

Edited By

Akira Tanaka

3 minutes of duration

A goblin bard playing a lute, standing in front of a small party of adventurers, with a lively forest background.
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A debate has emerged around whether Dungeon Masters (DMs) should create player characters (PCs) within their campaigns. With reports of tension in groups of varying sizes, many players and DMs are voicing strong opinions on the implications of this practice.

In an ongoing discussion on various forums, a DM proposed adding a fourth character to support a party of three, currently consisting of clerics and a warlock. The DM suggested a goblin bard but raised concerns about potential overpowered dynamics. Many voices in the community caution that introducing a DM-controlled character could cause imbalance, and there are alternatives.

Voices Against DMPCs

The consensus among commenters largely argues against the use of DMPCs. A prominent sentiment is that DMs possess unique knowledge that can unintentionally skew gameplay in their favor. One user pointed out that "having a DMPC can lead to players expecting them to know the correct solutions," complicating the gameโ€™s narrative.

Another argued, "It's easier to avoid the possible mess by using NPCs,โ€ adding that players can then direct NPCs without the risk of metagaming. This perspective is echoed frequently, suggesting that NPCs provide necessary support while preserving the integrity of the players' experience.

Advantages of NPCs

Using NPCs allows DMs to introduce support without overshadowing the players. Thereโ€™s a call for DMs to act as facilitators, with one participant stating, "Give them an NPC sidekick that they can DIRECT in combat." This method grants players agency while minimizing the potential for disruption.

"Let the characters meet various NPCs and see who they ask to join them," advised a participant, emphasizing the importance of allowing player choice.

Balancing Player Dynamics

Several comments recognized the effectiveness of parties with fewer members. "Three players is great; make sure the campaign is designed for it," one user noted, sharing an anecdote about running a successful campaign with just three players. Such insights boost confidence for many DMs unsure about their party size and efficiency in gameplay.

A final consensus emerged: if help is truly needed, consider assigning NPCs instead of crafting a new character.

Key Takeaways

  • โœฆ Many believe DMPCs create imbalance, stressing player agency is crucial.

  • โœฆ NPC sidekicks can effectively support teams without overstepping boundaries.

  • โœฆ Smaller parties can be engaging, provided campaigns are tailored accordingly.

As players navigate the realm of tabletop gaming, the ongoing dialogue surrounding DMPCs highlights a broader cultural issue: maintaining balance while ensuring every participant feels empowered in their storytelling experiences.

Future Speculations on DMPCs

As discussion around DM-controlled player characters continues, thereโ€™s a strong chance that many gaming groups will shift toward utilizing NPCs instead. With the community largely emphasizing player agency, the probability of DMs creating characters may drop to around 30% in the coming months. This is partly due to the consensus that player-driven narratives yield better experiences. Experts estimate that as more forums highlight the positive aspects of NPCs, DMs will focus on facilitating rather than overshadowing. If this trend holds, we could see an evolution in campaign design that centers on balanced party dynamics, allowing for more engaging gameplay.

A Historical Echo in Creative Collaboration

Looking at past entertainment landscapes, a striking parallel can be found in the early days of music collaborations. When rock bands pioneered the now-legendary supergroup concept in the 1970s, creative control often led to tension, just as it does in gaming today. Many side projects failed due to one artist dominating discussions or decisions, ultimately highlighting the benefits of collaboration without overshadowing. Much like musicians learning to balance individual expression and group harmony, DMs might similarly refine their approach, enhancing group dynamics while continuing to support player creativity without taking center stage.