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DMPC and Sidekick Best Practices

April 23, 2021 by Beth 2 Comments

picture of a dog in a bonnet with text that reads "DMPC & Sidekick Best Practices"

Tabletop for Two: Episode Nine

In this episode, we’re covering best practices for incorporating DMPCs, sidekicks, or other adventuring companions into your one-on-one D&D game!

But first, let’s define our terms briefly. A DMPC (Dungeon Master’s player character) is the main character the DM plays. Some DMs prefer to run full PCs in their duet games while others prefer to run a simplified, sidekick character.

A sidekick is a simplified character who helps the main character (the PC) of the campaign. You can read more about running sidekicks here!

We also use the term adventuring companion, in part for word variety, and in part to signify the special type of companion character we’re creating with our patrons!

Companion characters of all types: whether DMPC, sidekick, adventuring companion (or some combination of the three) help create immersion in the world of the game for both the DM and the player!

Watch the Episode

Below, you’ll find our show notes and the topics we cover during our discussion.

Also, if you’d like to support Tabletop for Two and our other creations, we’d love for you to join us on patreon!

Part One: A variety of strategies for adventuring companions

The complementary approach

Choose a DMPC who’s a good fit for the PC’s class and can help shore up any weakness areas for them. 

For instance, if the PC is a squishy wizard, you might want to add a tank-y sidekick for them who can get up close in melee and take damage.

The storyteller-centric approach

Be whomever you want to be!

In this method, you (the DM) play the type of character you most want to play and don’t worry so much about the mechanics being an optimal pairing with the PC’s stats.

The challenge approach

In this approach, you’re playing with a deliberately limited party in one way or another.

Maybe you’re both playing a bard character, and you run around the fantasy realms as a musical duet!

In our home Land of Vampires campaign, we played with a non-healing party, which made for some really interesting challenges!

Part Two: Making them feel real and incorporating their stories

In our experience, this has often come about through side narratives that have revolved around DMPCs. Yes, you want to keep the focus on the player and PC, but remember, too, that they care about their companion!

Part Three: Nitty Gritty How it Works at the Table

Core concept: PC runs the combat, DM runs the character.

We went through several iterations of this, and what’s working best for us right now is on sidekick run by the DM in RP and the player in combat. Click the link above to learn more.

Jonathan and I hope you enjoy this episode of Tabletop for Two! What PC-sidekick pairings work best for you? Let us know in the comments below!

If you like what you’re reading, please consider supporting the blog by purchasing our adventures and supplements in our shop or sponsoring us on Patreon. We appreciate you so much! Thank you for joining us on this adventure! – Beth and Jonathan

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Related

Filed Under: Building Your World, Campaign Diaries, Character Creation, Creating NPCs, DM Resources, For New DMs, For New Players, Mechanics, Playing a Duet, Tabletop for Two Tagged With: For DMs, For Players

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Comments

  1. Michaela says

    April 24, 2021 at 1:50 am

    Letting the player control their sidekick during combat while you do the RP for them is generaly a great way to do this (I’ve been doing it for a while and it works like a charm for the most part). But what about RP-significant decisions DURING combat?

    Say, instead of backing off a little and going on the defensive over something they really care about, the player wants the sidekick to stay in the front line. I don’t want to just take the control away from the player, but letting the fight play out as the player sees fit and dealing with the consequences feels like I’m punishing them for something they didn’t make a choice about – because is it really still a choice when you only see one solution.

    So far, these situations have come up rarely, and I’ve usually stepped out of the game and explained it to the player – who’s been a great sport about all of this, considering I might as well be stopping the game and telling him what to do from his point of view, but I still feel like a jerk for doing it and would really like to hear your opinions on it.

    Reply
    • Beth says

      April 26, 2021 at 11:28 am

      Hi Michaela,
      Great question! The easiest way we’ve found to handle this is to have a really clear MO for the sidekick character, especially in terms of their relationship to the PC. This doesn’t have to be the thing they do all the time, but when push comes to shove, what’s their primary driver in combat or other dangerous situation?

      My PC’s sidekick, for instance, is always going to gravitate toward protecting her, even if that means harm to himself. Knowing that in advance helps both me and Jonathan (who’s DMing, in this situation) make tough calls for the sidekick character if needed.

      There are other times, related to what you’re talking about, where I as the player will ask for help or advice with what the sidekick would do in this particular situation. Sometimes this comes about in-character, with my PC asking the sidekick something, or out-of-character, with me asking Jonathan for help or a suggestion. That might be something to try, or to let your player know is an option, so you don’t feel like you’re taking over their sidekick character in combat.

      Another option would be to have the sidekick, in character, express their concern to the PC. Saying something along the lines of: “Are you sure we can hold them off? Should we retreat and regroup?” might give you a more subtle way of helping the player see more options while also allowing them to stay in control.

      And then the last thing I would suggest is having an out-of-game conversation with the player about what they would like to do if something does happen to their sidekick or their PC for that matter. Do they have a way of bringing them back, for instance? (We had a wand of revivify recently that helped my caster when she didn’t have access to that spell, and then when the item dramatically broke, we added in a storyline for her to learn the spell.) For me, knowing that things will work out in a way that’s fun for both people at the table protects those stressful moments during combat when it looks like things might take a turn for the worse for the party, and maybe that will help you feel better about letting the player make those more aggressive decisions during combat.

      I hope that helps, and please send along any follow-up questions you have! Thanks so much for your question!
      – Beth

      Reply

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