Special Roles of the Dungeon Master


 
 
Henchmen
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Hirelings
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Monsters
NPCs
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DMG
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AD&&D
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As the DM you are game moderator, judge, jury, and supreme deity. You
are also actively engaged in actual role playing throughout the course of
the campaign, from game to game, as you must take the persona of each
and every henchman and/or hireling involved. (See also Monsters, hereafter.)
To play such roles to the hilt, it is certainly helpful to the DM if he or
she has player characters of his or her own in some other campaign.

Henchmen: Regardless of their loyalty, henchmen are individuals. Play
them for their liege just as if they were your player characters, modified by
whatever circumstances and special characteristics are applicable. Begin
creating the persona of such a non-player character as soon as he or she
appears on the scene, without recourse to the book characteristics. It will
thereafter become easier and more natural for you to re-assume the
persona as needed. The most important rule to remember is that the
henchman is an individual, with likes, dislikes, feelings, and so on. The
henchman is likely to aspire to greater things too, and he or she will tend
to look out for personal interests. Bullying, duping, cheating, and similar
maltreatment will certainly be resented. The henchman will talk about it
with others of his class and fellow henchmen and hirelings. Henchmen
will never loan out money or valuables without security - particularly if
one instance of failure to repay or loss has occurred previously. Loyalty
will certainly drop in this case, and if such action is repeated, loyalty will
be lost in most cases. If their liege is so bold as to suggest that the henchmen
should make loans to other characters, there will be flat refusal in all
likelihood. The key here is playing the henchman as if he or she were an
actual person - better still if the character is somewhat greedy and
avaricious. Interest should be paid on loans. Use of a henchman’s
valuables, such as a magic item, should be based on the holding of some
equal or better object of similar nature, certainly one usable by the henchman,
and the promise of some payment in addition - such as a minor
item of magic! (See also ACQUISITION OF MAGIC-USER SPELLS.)

Some few players will actually play their henchmen as individual
characters, not merely as convenient extensions of their main player
character. In these rare cases, your involvement with these henchmen will
be minimal. It is far more probable that the players will attempt to manipulate
their henchmen, and you will counter all such attempts by active
assumption of the role or roles. You will keep low-intelligence characters
behaving accordingly, clever ones possibly tricking their master, and so on.

Hirelings: As these characters serve strictly as employees, they should be
played as such - mercenaries interested in doing their job and collecting
their pay. Unusual indeed will be circumstances which see a hireling volunteering
for extra work/service. Rather, a hireling seeks to do only as
much as is absolutely minimal to fulfill terms of employment. If more is
desired, more must be offered. Playing such roles is relatively easy, and if
groups are involved, concentrate on the personae of the leaders. Otherwise,
hirelings can be treated as henchmen as far as involvement is concerned.

Monsters: Taking the role of some of the monsters- those who happen to
be human or humanoid - is not a difficult task for the DM, but sometimes
it is hard to get into the personae of particularly nauseating creatures or
minions of purity or whatever. Such creatures might well be beyond the
realm of experience of the referee, and understandably so. Nonetheless,
such monsters must be carefully played by the DM.

Each and every monster must be played as closely to its stated characteristics
as is possible. Clever ones should be played with cleverness,
stupid ones with stupidity, ferocious ones with ferocity, cowardly ones with
cowardice, and so on. In all cases, the DM is absolutely obligated to play
the monster in question to the best of his or her ability according to the
characteristics of the monster and the circumstances of the encounter. A
magic-using creature will intelligently select the best (or what the creature
believes will be the best) spell or magic device for attack/defense. Intelligent
monsters will make use of magic items in their treasure hoard!
Thinking monsters will tend to flee from encounters which are going badly in
order to live and fight another day. There is no reason why monsters can
not learn from encounters, employ flaming oil, set up ambushes, and so
forth according to their capabilities and resources.

Other Non-Player Characters:

The host of merchants, shopkeepers,
guardsmen, soldiers, clerics, magic-users, fighters, thieves, assassins, etc.
are likewise all yours to play. Again, this is simply a matter of assuming
the station and vocation of the NPC and creating characteristics - formally
or informally according to the importance of the non-player character.
These NPCs will have some alignment, but even that won’t be likely to
prevent a bit of greed or avariciousness. Dealing with all such NPCs should
be expensive and irritating. Consider the two following examples:

    The fighter, Celowin Silvershield, enters a strange town seeking aid from a
    high level magic-user in order to turn an associate back to flesh (after a
    most unfortunate encounter with a cockatrice). His inquiries at a tavern
    meet with vague answers until several rounds of drinks have been
    purchased, and the proprietor generously tipped. Wending his way from
    tavern to wizard’s tower, Celowin is accosted by a beggar, and he is
    pestered unendingly until he either pays off or calls for the watch. Paying
    off will attract a swarm of other beggars. Calling for the watch can be
    nearly as dangerous, as they could resent a foreigner’s refusal to deem a
    native beggar worthy of a copper or two. Despite such possible misadventures,
    the fighter finally comes to the tower of Llewellyn ap-Owen, a
    wizard of high repute. However, Celowin‘s knocking is answered by a
    lesser person, the warlock Tregillish Mul, the wizard’s henchman. Mul
    informs the eager fighter that: ”Lofty Llewellyn is far too busy to see anyone
    at this time. Good day!” Unless Celowin is quick in offering some
    inducement, the warlock will slam the tower door and forget about the
    intrusion.

    Now let us assume that Celowin’s bribe was sufficient to convince
    Tregillish mul to arrange an appointment with his master, and furthermore
    that such appointment is actually timely. Now old ap-Owen is rather testy,
    for he was in the middle of an experiment which is now absolutely ruined,
    and must be begun all over again, just because this stupid sword-swinger
    managed to convince Mul-the-lackwit that something was more important
    than a wizard’s spell research! Well, this fellow Celowin had better have a
    good reason for interruption, and further, the pay had better be
    good . . . . Celowin will have to pay through the nose, in cash and in
    magic items, to get the magic-user to turn stone to flesh once again. But
    suppose Celowin has no item which Llewellyn could use? The wizard will
    take something he cannot use personally, for he undoubtedly has all sorts
    of henchmen and hirelings who can employ these things, not to mention
    the possibility of trading or selling. In no event will money ever serve to
    replace magic items! Furthermore, if no magic is available, then a geas
    can be laid to get some!


 

These examples show how varying roles are played without great
difficulty simply by calling upon observotion of basic human nature and
combining it with the particular game circumstances applicable. Once established,
it is quite easy to recall the personae of frequently consulted or
encountered NPCs. If such intercourse becomes very frequent, considerable
additional development of the character or characters concerned,
and their surroundings, will certainly be in order. Thus, in many
ways, the campaign builds and grows of its own volition and within its own
parameters.

FORUM
I?d like to reply to Michael Repka's letter in
issue #165 on the subject of DMs running a
character in an adventuring party in an adventure
that he is DMing.

Basically, my conclusion after reading over
Michael?s letter was that his problem doesn?t lie
with this practice, but with the DM in question.
To elaborate, I have been playing and DMing for
over seven years. In all my campaigns?no
matter the gaming system being used?the DM
always has a character in the party. There are
several reasons for this.

First, we normally alternate DMs within the
same campaign. I?ll be a DM for a time, then
another DM takes over and runs an adventure,
taking up from the point where I ended. This
gives myself and our other DM a chance to play
a character fully. As our adventuring parties
tend to travel extensively (one campaign motto
was: ?Are we wanted here?? with the straightfaced
reply: ?Not yet!?), this precludes the option
of the DM?s character from staying behind at a
campaign base while the other characters go
adventuring.

Second, I have always felt that, by having a
character in the party, I can feed information
and hints about puzzles and problems to the
players, especially when their line of reasoning
meanders down the wrong track or they ap
preach a problem from the wrong angle, without
having to resort to the sudden appearance
of the ubiquitous crazy-old-man-type NPC. I
have a ready-made character for inveigling
characters into adventures, and I have a backup
to aid the party if needed, all rolled into one
character. The character will be far more trusted
by the party than an NPC, making it possible
for me to get the characters into adventures
more easily and logically than have the NPC
meet the party at an inn and hire them

The third reason for a DM having a character
in a party isn?t one that I personally have had to
face. This is the case where the DM only has
two or three players in his group. In this situation,
a DM-run character can cover areas where
the party is weak or lacking in useful skills.

The final reason that I can see for using a DMrun
character is actually the reason that I started
doing so in the first place. When you are the
only DM in a group, with no other gamers
around, this is the only way you get to actually
play a character, rather than a cast of NPCs who
appear and disappear regularly.

To use a DM-run character fairly, the DM
must remember that although this could be a
favored character, the character is still actually
only an NPC and must be treated as such-no
pampering, unbelievable immunities, grandstanding
during adventures, or overpowered
magical items. The DM must use character
knowledge in his dealings with other characters,
though I feel it is acceptable for a DM?s PC to act
as a conduit of useful information that the
character could logically know.

For example, a low-level party is exploring
some ruined tombs when it disturbs an old
casket containing a wight. The party hasn?t
found the enchanted sword the DM had placed
in the area so they could fight this creature.
They have never encountered a wight before
and are ready to leap to their doom. The DM,
not wanting to slaughter characters and deprive
them of hard-won levels unfairly, can have his
own character remember a bit of information
he heard in a tavern tale, about how creatures
that looked like this one are only supposed to be
vulnerable to enchanted or holy weapons, or
some such thing like that. In other words, warn
them using DM knowledge, but in such a way
that it sounds as though it?s character knowledge.
Certainly, the DM often should fudge rolls
for his character, but only where it is of benefit
to the flow of the adventure, not to the benefit
of his or any other character. A DM?s character
can be very useful for finding secret doors,
spotting the vital clue that has been missed, etc.
But the DM mustn?t abuse this; he must do this
only when the characters have tried and failed,
or have neglected to search the area.

The DM must always keep in mind that the
players are the integral factor with which his
adventure either succeeds or fails, not an awestruck
audience for the grandstanding heroics
of his own character. Yes, you can have your PC
perform (or attempt) an act of heroism to save
the party, but not until the PCs have had a
chance to do this for themselves. What Michael
said about the character being invulnerable to
dragon breaths that injured the rest of the
party?that was an abuse of the character by
that DM, and was grossly unfair to the other
players. Under no circumstances can the DM?s
character be invulnerable or have powers that
the other PCs cannot have. In fact, as far as I?m
concerned, my character is often more likely to
be the victim of an attack, rather than a
character?especially when the next blow could
kill a PC who doesn?t deserve to die. For example,
we have just completed the AD&D Avatar
series of modules (FRE1-3). These were particularly
lethal due to the disruption of magic and
the lack of higher-level healing magic?we had
14 fatalities (including one execution and two
ex-PCs belonging to players who dropped out)
during the three adventures. My own character
was killed twice, a record shared jointly by two
other characters. There were a reasonable
amount of means to raise slain characters about.
However, characters were raised only if the
party (i.e., the players) were happy to have that
character back, and if the player indicated that
he wanted to continue with that character. Both
times, my character was raised without any
intervention or pleading on my part, as the
players felt that Morag was an essential part of
the group and deserved to be raised.

As far as treasure and experience are concerned,
my own character receives no more
favoritism than any other character. Yes, I will
put magical items especially for her, but then
I will also do the same for the other characters.
Regarding experience points, I feel that my
character deserves more than the usual 50% XP
award given to normal NPCs, but not as much
as the actual characters played, and I don?t
consider my character eligible for idea points,
role-playing points, or the constant goals points.
The first two categories normally make up at
least 25% of the award I give out. The character
I ran in the Avatar series, Morag Rowanmantle,
did end up the highest level (9th) of the PCs,
but this was because of the characters who
started back in Arabel at the start of FRE1, only
Morag and two others lasted through to the
end. The other two were both multiclassed; a
fighter/cleric and druid/mage. They obviously
didn?t progress as quickly as Morag did, and the
druid/mage was slain during FRE2. In general, I
have found that my own character ends up the
lowest level of the party, as he effectively gets
less experience than the other PCs.

I will admit that the potential is there to abuse
the system when using a DM-run PC. If you feel
that you can?t be fair to the players and other
PCs if you run your own character, then don?t
use the PC when you are DMing. If, on the
other hand, you do feel that you can run the
character and be fair to the others, then go on
ahead and do so. However, you should also
listen to the feedback from the players. They
will give a very good guide as to whether you
are abusing the system.

In conclusion, if I was to try even half of the
things attempted by the DM described in
Michael Repka's letter, then I would have a
graveyard full of dead characters (mine) and no
players. The DM he writes about should be
spoken to by the players and told to reform (or
else). Everything he describes is a result of bad
DMing, not the policy of a DM running his own
character in an adventure.

Des Garrett
Ballincollig, Ireland
(Dragon #172)
 
 



NOTES BY GARY GYGAX

richardstincer wrote:
Gary Gygax, thanks for your previous answer. It seems to me, then, that the DM is in control of: PC race, the six basic natural ability scores, adventurer-class profession, and alignment. There are two final questions that I want to ask you about. Can a DM of ADandD 1st edit. also act as a player? When I asked you if my half-orc and half-human PC can have rounded ears, I forgot to mention the ears of a full orc. You told me that a full orc has lop-looking ears, but are those lop-looking ears rounded or wedge-pointed?

Hi Richard,

As a practical matter the DM has control over everything, including the rules that govern play of the game.

It is generally not a good idea for a GM to play a character in the game. i have done that, but it is difficult, as it removes the disinterest from the role and requires a great deal of expertese to cary off successfully--that is neither aiding or hinderig the players to any meaningful extent.