Trit One-Ear
Explorer
My best friend and I have talked about this idea for some time. We've come up with several ideas on how to Co-DM a game, but none seem to be the right fit for us.
1 - Rotating DM chair. Problem: We've kinda tried this, but mostly our rotations are few and far between (long adventures, sometimes campaigns). It ends up more feeling like we're taking turns running rather than running together.
2 - Switching off Sessions. Problem: We enjoy playing as much (if not at times more) as we enjoy DMing. Part of the fun of playing is watching the story expand before you, based on your actions. Knowing roughly the plot, and how we've laid out the adventure together takes away some of that fun. Plus neither of us are the best at not letting player knowledge effect character decisions (though we do try to limit that).
3 - Take Turns Planning. Problem: One idea we had was to switch off sessions without any discussion of a larger plot or future plans. We'd share a character, and trade off running and playing each night without discussing any of our plans. This seems problematic to me, as misinformation can easily mislead or confuse players based on two DM's feeding them what's important.
Also, as a DM I love long, over-arching stories, with reveals much later in the plotline. This would be difficult to pull of in this style.
I'm sure many other ways of co-DMing exist. I'd love to hear of any experiences (successful or otherwise) that you guys have had running with two (or more) DM's. And any advice on how we could make this work for our group.
Trit
1 - Rotating DM chair. Problem: We've kinda tried this, but mostly our rotations are few and far between (long adventures, sometimes campaigns). It ends up more feeling like we're taking turns running rather than running together.
2 - Switching off Sessions. Problem: We enjoy playing as much (if not at times more) as we enjoy DMing. Part of the fun of playing is watching the story expand before you, based on your actions. Knowing roughly the plot, and how we've laid out the adventure together takes away some of that fun. Plus neither of us are the best at not letting player knowledge effect character decisions (though we do try to limit that).
3 - Take Turns Planning. Problem: One idea we had was to switch off sessions without any discussion of a larger plot or future plans. We'd share a character, and trade off running and playing each night without discussing any of our plans. This seems problematic to me, as misinformation can easily mislead or confuse players based on two DM's feeding them what's important.
Also, as a DM I love long, over-arching stories, with reveals much later in the plotline. This would be difficult to pull of in this style.
I'm sure many other ways of co-DMing exist. I'd love to hear of any experiences (successful or otherwise) that you guys have had running with two (or more) DM's. And any advice on how we could make this work for our group.
Trit