There are probably a number of explanations for the prevalence of this approach. A significant one, I believe, is the way that, as the hobby expanded to include more players who'd never previously been involved in wargaming like myself, the frame of reference changed. Roleplaying was no longer viewed by reference to military campaigning but instead became analogized to novel series or television series, with the player characters being its protagonists. I'm sure others can find even earlier examples, but I always recall that, in his foreword to his 1981 revision of Dungeons & Dragons, Tom Moldvay states, "Sometimes I forget that D&D® Fantasy Adventure Game is a game and not a novel I'm reading or a movie I'm watching."
We can argue about whether this approach is the "right" one or not – honestly, I don't really care one way or the other. However, as I said, I think it's a pretty widespread approach and has been for a long time. In some of the campaigns of my youth, this was the assumption, while in others, it was not. For example, I've never run or played in a Traveller campaign where any player had multiple characters. Meanwhile, it's been quite common in the D&D campaigns in which I participated. In my old Emaindor campagn, nearly every player had at least two characters, one high-level and one mid or low-level. This practice grew out of necessity rather than any principle. Sometimes, a character would die and be replaced or sometimes players wouldn't show up as often to sessions and, therefore, their characters would lag in experience. To deal with this, we had "multi-level" campaigns. They all took place within the same setting, but there were different parties or groupings of PCs, all adventuring and sometimes crossing paths with one another.
Because my House of Worms Empire of the Petal Throne campaign has been ongoing for just shy of a decade now, it has a very expansive cast of characters. The main group all belong to the House of Worms clan, but, as the years have worn on, additional characters have come into their orbit, becoming new player characters in the process. During their many years governing the Tsolyáni colony of Linyaró, some of the characters remained in the colony to handle administrative matters while the others explored the wilds of the Achgé Peninsula. During that time, new characters were created to replace those who stayed behind. Likewise, the wives, retainers, and slaves of certain characters were added into the mix as secondary characters. What was happening in the campaign determined which characters were played.
In the Barrett's Raiders Twilight: 2000 campaign, the group of characters was initially small – only seven, one for each player. In time, though, the group picked up a stable of secondary characters, too. The largest group of them joined while the PCs were in Kraków. Because of the overabundance of sergeants, we decided as a group that we needed to introduce some enlisted personnel to fill out the roster. That's how Aquaman, Bedford, Oddball, Rocket Man, and others entered the campaign. Later, Dumont, Landry, and Walker of the 8th Canadian Hussars and Walker of the US 3rd Cavalry entered as NPCs but served as occasional secondary characters, when needed.
Great choice of image at the top of the post. It's my favourite D&D image as it captures my mental image of D&D and how I want to experience it.
ReplyDeleteWhat about henchmen?
ReplyDeleteInteresting that you should mention that, because henchmen and retainers are, in my experience, pretty uncommon in RPGs these days. Their disappearance is probably related to the rise in the belief of "one person, one character."
DeleteYeah, I miss the days when the PCs were often the minority in a group. When I started in the late Seventies the norm was to have at least a few hired swords along, plus whatever specialists or volunteers along you could get. Very common to insist on some help from quest-givers in that regard - "Sure lady, we'll go try to find your missing woodcutter husband, but how about his big strapping son comes along to help out? He knows the land around here, and it looks like he can swing an axe or shoot a bow if he needs to. If there's any loot to be had we'll even cut him in for a partial share." Led many a youth astray with that kind of thing.
DeleteWasn't just D&D either. We were always hiring mercs in Traveller and recruiting specialist help in Call of Cthulhu. You don't need to know how to crack safes or housebreak or read Mesopotamian or do cryptography, you just need to know where to hire people who can and have the money to do so.
This particular piece of Dave Sutherland artwork you've selected at the top of the page invokes waves of nostalgia. I remember the feeling of being a young seventh or eighth grader, seeing this drawing, and thinking it could've been done by someone from my peer group. That's not a criticism, but a testament to the sense of wonder the drawings's simplistic style inspired in my younger self. The idea that it was a type of folk art for the love of the game really did help to give us the confidence to draw our own characters and monsters, draft maps on graph paper, and write our own adventures. The knight's steed galloping under the towering castle, the fighter carrying a ten-foot pole, the pointy wizard hat, the little door in the hill, the brownie smoking in the tree... what's not to love... I can't count the number of times I flipped through those pages to look at every single piece of art.
ReplyDeleteIt was a rare occasion we ran multiple characters, usually when we expected a high mortality rate in an especially brutal scenario. In a campaign, if a character died and could not be raised from the dead, or if a new player joined the group, a new character would have to start at least a level or two below the rest of the party.
There were only two of us in 1981 - my best friend and me. It was only natural that we each had a couple characters and NPC party members.
ReplyDeleteJim Hodges---
ReplyDeletePlaying more than one character was uncommon for me and those in my peer group, and was about half the fun.
We got off school the day Reagan was elected for a second time and met up at a friend's house to play Ravenloft. For some reason the rather controlling DM insisted we all play characters he pre-rolled and personally created, not at all a popular edict, and since two of the guys failed to show up for the four-person party, the DM gave the two of us who did an extra character each, which I hated so much I made one of the two fall off a log crossing a stream and drown so I could get back to one character to control.
Incidentally, we only played at that DMs house a couple hours that day and never let him DM us again. He was a textbook case of a dictatorial dungeon master who stripped all the fun from the session. Truly that guy could serve as a cautionary lesson in how not to run a D&D game.
(I remember I also got a whopper bruise on my elbow that day and hit my head really hard when another friend jumped on me to wrestle him in a basement with a concrete floor, but that's another story of the era...)
I was in a small group, so we each pretty routinely had more than one character running in the same game. It never seemed to be a problem. We tended to play pretty cooperatively anyway (e.g., if a character with a +2 sword found a +3 sword he would give the +2 sword to the guy with the +1 sword), so I don't recall any particular favoritism between characters belonging to the same player.
ReplyDeleteT&T actually states the opposite, at least in the earlier editions, that you have a "stable" of characters. It disappears after a while, and I can't remember ever seeing it, or the opposite, stated like that in any other game.
ReplyDelete/andreas
That's very interesting. I wonder how long that section continued to be included in the game text?
DeleteI checked and it is no longer there as of the 5th ed. in 1979. Liz Danforth told me she must have tried to smooth down the rough impression that paragraph implied. She said "I would have soft-pedalled the implication that your character(s) WILL get killed early and often but we almost always ran a couple of characters at a time. "
DeletePersonally I'm quite fond of running the game like that.
Having asked Liz about game archeology like that, I had to dig out the 1st British edition of T&T, which is the 2nd US ed plus the first supplement, and this one is slightly different. It says, "Game Masters may allow players to each take down a number of different characters on the same adventure".
DeleteI love these game history digs! Almost as back in the day when you started this blog, James! We all looked back in history and tried to figure out how they *really* did play back then.
/andreas davour
We played and still play D&D campaigns where a player might have multiple PCs. Heck in the 80s my brother would run me through games where I would play the whole 6 PC party.
ReplyDeleteParty levels are expected to be big in old school modules, if four people show up everyone rolls up 2 charachters and plays both at the same time ( maybe runs a henchman in combat too).
It also makes sure when a party member dies or if one of your characters is a low level Magic User ( who cowers in the back 90% of combat) you can stay in the action.
Realistically I've never done it outside D&D. The thought of running two investigators at the same time in CoC sounds bizarre but running two fighters and a MU at the same time perfectly normal.
Yes, the multiple character thing seems to be almost exclusively a D&D thing.
DeleteReally? That sounds so weird to me. It was routine in my RQ/Trav gaming experience too, and Tekumel for that matter, from the early 80s. I didn't try D&D until very recently and was a bit surprised at how 'dubious' it seemed to the experienced D&Ders in the group.
DeleteThere are some rather obvious exceptions. Ars Magica expects everyone to rotate through wizards, companions and grogs as needed, and Dark Sun expected you to build four characters, only one of whom would (barring death) be active each session, and many games will have NPCs and "pets" that act as de facto secondary player characters most or all of the time. But yeah, running multiple PCs at once is something you don't see much any more, quite probably because of the vain pursuit of illusory "balance" that's become ever more pronounced in the WotC era of D&D. It's to the point where even having a fairly basic animal companion causes all sorts of wailing and gnashing of teeth about how it disrupts action economy and is unfair to other players, yadda yadda yadda. Gods of game balance forbid you buy a few trained war dogs to help out in your adventures, the world might end.
ReplyDeleteThat said, even back in the Seventies my experience was that you played one actual PC in most games - but you might have as many as a dozen NPC hirelings and hangers-on that the GM might leave under your control almost all the time, and who might very well become your PC in cases of untimely death. To me the decrease in that sort of thing - parties made up of a few PCs and several times as many NPC assistants - is more jarring than not running multiple PCs at once is.
While the players in our group typically run one PC at a time, it has not been all that unusual for a player to run two PCs at a time.
ReplyDeleteReally interesting historical question. I haven't gone digging, but when I think back on what I know of the earliest days of D&D and its Blackmoor precursor, it generally seems like one player, one character. First exception that comes to mind is Gygax playing Mordenkainen and Bigby in what became known as "Mordenkainen's Fantastic Adventure".
ReplyDeleteOur grade school D&D play was usually a GM and one or two players, so multiple characters per player was a matter of course. We all had stables and selected characters to bring to the current module as needed. It also had the advantage that you could try out different classes as your mood struck. Eventually when the original stable of characters began to reach higher levels, we arranged marriages among them and started a second generation of adventurers.
ReplyDeleteWhat about the DCC zero level funnels?
ReplyDeleteThe interesting thing about funnels is that they're a prelude to the player's settling on a single character whom they'll play from that point forward.
DeleteCuriously, the last DCC game I played started with a funnel, after which we each kept two characters to continue with, since the group was so small.
DeleteI think this is less common as the complexity of characters has increased over time/editions. You also have to have players that are skilled enough to run more than one character, especially if they're complex. Now if you do the dreaded 'split the party' move, then sometimes you have to roll up some guest stars to participate so that other players have something to do as well. No fun in waiting around for the camera to turn back to you 'back at the ranch.'
ReplyDeleteIsn't there a passing reference somewhere in the 1e DMG to the practice of players controlling multiple characters? I never encountered it myself but I got the impression it was more common in the early (pre-1980) days of the game...
ReplyDeleteYes, Gary Gygax specifically discussed this matter on page 111 of the Dungeon Masters Guide; he must have realized by 1979 that the number of players in many D&D groups was well below his expectations based on wargaming groups and therefore wanted to encourage those smaller groups to nonetheless play AD&D and purchase TSR's adventure modules intended for a party size of 8 or 9 player-characters.
Delete"There is no absolute prohibition regarding multiple characters belonging to a single player. Where it is deemed beneficial, the Dungeon Master may allow multiple characters as he or she sees fit. For instance, when the major character of a player is off on some special trip, he or she may be allowed to use a new character, rather than playing the part of one of his or her character's henchmen. In fact, one player can have several characters providing he or she is a good, co-operative campaign participant capable of properly handling such multiple roles.
In general the multiple characters belonging to a single player should not be associates. One should not "know" information, or be able to communicate knowledge which is peculiar to him or her to the other. One such character should not automatically regard another controlled by the same player as a friend. Money and/or valuable items cannot be freely interchanged. In short, each such character must be played as an individual. As DM, you must be prepared to step in and take the part of one such character if the player is abusing the privilege of having multiple characters. Do so quickly and firmly, and the player will be likely to understand that you will brook no foolishness - particularly if the character you take the persona of becomes hostile and aggressive to demands from the other.
In campaigns where there are only a few players, or where only a few of the many players are really good players, it is likely that each (good) player will have several characters. Over the course of many games, some will be on reasonable, if not friendly, terms with others, some will avoid others, and some will actually be enemies. Explain to your players that you don't object to them having multiple characters if they are willing to play each as a separate and distinct individual, and that should be sufficient advice to any player capable of handling two or more characters."
The two types of games I played most often as a youth [and which still top my list] also happen to be the ones where multiple PCs were common for my friends and I: Star Trek and Superheroes (usually Villains & Vigilantes and Champions).
ReplyDeleteIt's kind of built into Star Trek; the Captain stays on board the ship while the First Officer and a Landing Party beam down to the planet. Does that mean the Captain PC sits around being bored? No, of course not. It was fairly common for the player playing the Captain to take a Redshirt or Science Specialist to join the others on the adventure. Helmsman, Navigators, and sometimes Engineers also make good candidates for having an alternate PC to go off on away missions.
For Supers, it was pretty common for someone playing a very 'raw power' Superman-type to also create a street level character of the Batman or Daredevil variety. In our high school Champions campaign, heroes got sent to the hospital every once in a while. While they were 'recovering', the player would play an Alt (alternative character).
Henchmen were never much of a thing with us.
I think my entire RPG experience has involved small numbers of players -- five being the usual cap, I guess -- but much larger numbers of characters. Probably most would be henchmen/retainers (if I understand the D&D technicality?) rather than simultaneous "full" PCs, but regardless of the game -- RQ, Trav, CoC, Tekumel-something -- switching between characters during a play session as well as between them was normal and routine. I don't know if that means I've been Old Skool all along, or if I was precociously sophisticated ;)
ReplyDeleteWe always played one character per player, in every game system.
ReplyDeleteHenchmen and hirelings were always NPCs. How else could they betray us as we lugged the treasure back to the keep?
I've rarely encountered any lack of 'player-controlled NPCs' betraying the 'main cast', fwiw!
DeleteOne character at a time per player. Always have two backup characters in the pipe. That's my house rule for any campaign.
ReplyDeleteMy groups have always been one player - one character. In the rare cases where they have had accompanying NPC's (henchman/hireling/cohort) they would mostly be run by me (GM) with sometimes a player taking control. My first gaming group (high school) was myself and 3 players, though I soon had a second group of 5 players. My longest group started with 5 players (University) and grew to 8 players once we finished Uni. 34 years later there's still 6 of us getting together irregularly!
ReplyDeleteMy players have mostly stuck to one PC each. My first group in high school had 3 players and myself as DM, though I soon had a second group with 5 players. The main gaming group started at University with 4 players, but over the years after Uni, grew to 8 players. There are still 6 of us getting together fairly regularly now, decades later.
ReplyDeletePlayed for decades (D&D, Star Frontiers, Gamma World) before ever having a player *without* multiple PCs in the party.
ReplyDeleteMechwarrior 1st edition explicitely says that unlike fantasy rpgs where you play one character (so they assumed that was a genre convention), here you play multiple characters. Because everyone has to play at least one mechwarrior character to keep the game working, so mechanics, aircraft pilots, etc. are secondary characters and can't be your only character or you'd have nothing to do most of the time.
ReplyDeleteWhen we started playing D&D way back in the early 80's there were only three of us, so we'd rotate who was DMing and the other two usually played two characters each. We had fun with it, but later when we had larger groups it fell out of style to play more than one character. Though we did still keep the occasional henchmen in the mix.
ReplyDeleteAbout... ten years ago? I ran a Stars Without Number campaign for three players and resurrected the idea of two players per character. It was a new idea for them but they took it and ran with it. It actually led to a hilarious moment where one player's two characters got into an argument over what to do next. (it was a brief argument, not hogging the spotlight, and pretty funny to watch.)