Have you ever had a campaign with two DM's!
I was a dm in a campaign which is still to this date the best campaign I have ever run.
Pulling this off is not easy. It requires alot of factors failing into place, however if you can it can give your campaign alot of advantages.
1> strengths and weakenesses. Each dm can do what they are good at. simple yet effective.
2> split adventures. Pc's can venture off on there own, and not just have to sit and do nothing. You got two dm's, if you have two seperate rooms, both can play at the same time.
3>power gamers. Now rules lawyers and power gamers have to out wit two experience DM's! good luck to those suckers.
4>rehersal. Important encounters can be reheresed,leads to a better prentation.
5> a second opnion. Ever had an idea you thought was cool that feel flat on its face. Now you have another person who can tell you its stupid,or simple adjust it slightly so it will work.
6> Feedback. Your felllow DM will chew you out when you screw up a combat or play an NPC wrong. Much more aggresively than a PC.
Still this is hard to pull off. One thing that worked with me was make sure both Dm's have similar styes. Also it is important to have one DM two have ultimate authority. This doesn't have to be the better of the two DM's. I was merely the assisant DM in my campain. The other DM was ultimately in control of the greater storyline and ran alll the combats. I was the NPC expert, inventing and then playing the majority of the PC's. The main DM was a sucker, while he drew up all he maps, came up with the main plot, and ran all the combats I got to come up with all the interesting NPC's and got to roleplay them every adventure. He did all the work and I had all the fun. So what if he had the final say!
Anyway that is how it worked for me. Let me know if you have tried a similar experiment.
I was a dm in a campaign which is still to this date the best campaign I have ever run.
Pulling this off is not easy. It requires alot of factors failing into place, however if you can it can give your campaign alot of advantages.
1> strengths and weakenesses. Each dm can do what they are good at. simple yet effective.
2> split adventures. Pc's can venture off on there own, and not just have to sit and do nothing. You got two dm's, if you have two seperate rooms, both can play at the same time.
3>power gamers. Now rules lawyers and power gamers have to out wit two experience DM's! good luck to those suckers.
4>rehersal. Important encounters can be reheresed,leads to a better prentation.
5> a second opnion. Ever had an idea you thought was cool that feel flat on its face. Now you have another person who can tell you its stupid,or simple adjust it slightly so it will work.
6> Feedback. Your felllow DM will chew you out when you screw up a combat or play an NPC wrong. Much more aggresively than a PC.
Still this is hard to pull off. One thing that worked with me was make sure both Dm's have similar styes. Also it is important to have one DM two have ultimate authority. This doesn't have to be the better of the two DM's. I was merely the assisant DM in my campain. The other DM was ultimately in control of the greater storyline and ran alll the combats. I was the NPC expert, inventing and then playing the majority of the PC's. The main DM was a sucker, while he drew up all he maps, came up with the main plot, and ran all the combats I got to come up with all the interesting NPC's and got to roleplay them every adventure. He did all the work and I had all the fun. So what if he had the final say!
Anyway that is how it worked for me. Let me know if you have tried a similar experiment.