Concept: Guest characters
Tested in: The One Piece campaign, The Eight Arms and the Contract of Barl, the Worldwound campaign
What it is: In D&D, players build characters and control them through adventures. That’s the elevator pitch and core concept of the entire game. There are rare circumstances where players don’t build and control their own characters, like convention one-shots where the characters are built beforehand, but that usually doesn’t happen in ongoing campaigns. DMs rarely create characters, hand them to players in the middle of an ongoing story, and say “this is who you are today”. It kind of defeats the point. But sometimes it makes sense to temporarily look at the story from another standpoint, and players don’t always have the time, knowledge, or inclination to design separate characters for what is essentially an in-continuity one-shot.
We’ve had several instances where players had characters largely handed to them by the DM for short bursts of play. In the One Piece campaign, the DM had us play the arc villains for a session so we could understand more about them and develop their personalities, live at the table. In the Worldwound campaign, the DM let us capture monsters and control them for an extended combat against enemies too powerful for us to risk fighting ourselves. And I’ve previously talked about building characters to supplement the PCs as they split up. In each case we did it for a different reason, using different methods, but in all cases the players drove NPCs for a session while the characters they intended to play sat on the sidelines. Continue reading