2 DM's. How can it work.

I've taken over a campaign (My ravenloft campaign ate my roommate's homebrew) and been in one where the DM spot traded when one story arc ended, but before this thread I've never heard of having two DMs at the same time.
 

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Well, not in D&D, but in a long-running 7th Sea campaign.

The GMs alternated, basically. I don't think they really did the stuff you suggest, so they didn't really get the benefits you suggest. On the other hand, the NPCs they used were their own, so they didn't have of "you played him wrong!"
 

I've done this with some horror-style gaming. Having two DMs allows you to seperate the group quite effectively, without running into downtime for half the group. The tricky part is keeping tabs on what the other group is doing, but it is not too hard if you agree on what points the split session should stop (often when the players move to another location it is good to check in and correlate the events).

I could see this working in some kind of competetive mode as well, where two teams are racing to the same goal, for example. The trick here is to make sure both GMs are working with the same set of assumptions and provide the same kind of challenges to both groups.
 

I've co-DMed with two people (different campaigns) and also played in another campaign which had two DMs. It worked out good (heard no complaints).

Sure, one of the two will be the leading person, and the other the rules-person/scorekeeper/whatever; but the greatest fun we had was making up the adventure and how our NPCs (most of the time not very smart fighters) interacted with the PCs.

I wouldnt know if alternating DMs would work with rulesinterpretion and so on; also the off-duty DM might not feel/act like a "normal PC" all the time.
 

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