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3.5 Tempest? (preparing an assassin's guild to defend itself)
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<blockquote data-quote="Baramay" data-source="post: 2697959" data-attributes="member: 38158"><p>How does handing off the DM responsibilities work for you? We have 4 current players and 3 who have been DMs. Each of us have strengths and flaws. The current DM is not well verse in the DnD books but he is working on it. He is very good at creating colorful, memorable characters. The other player has not been a DM too many times. He has the greatest availability to source information, Forgotten Realms. He works hard setting up the adventures but often gets stuck needing to follow his outline. He is not very good at thinking on the fly, which hurts our ongoing campaign. He also loves to have a high level, high magic campaign so that makes it easier for players to throw him curves. He likes a high degree of control, dice fudges, etc. In an attempt to create a great story, he takes too much control from the players. One problem that came out of this was his favoring one character over another. IMC I play in Greyhawk, less magic, less great ability scores and that has become a negative to some players, since their players in other worlds could have two 18 ability scores. The illusion is a player is powerful, yet so is everyone else. I work hard to have the world evolve around the players to give them a sense of realness. They do not live in a vaccum and there are actions and rumors around them, some people they like and some they do not. One problem I have run into is giving the players too much freedom. They have difficulty deciding what to do, and often one player will monopolize the limited time we have. I am working on fixing that.</p></blockquote><p></p>
[QUOTE="Baramay, post: 2697959, member: 38158"] How does handing off the DM responsibilities work for you? We have 4 current players and 3 who have been DMs. Each of us have strengths and flaws. The current DM is not well verse in the DnD books but he is working on it. He is very good at creating colorful, memorable characters. The other player has not been a DM too many times. He has the greatest availability to source information, Forgotten Realms. He works hard setting up the adventures but often gets stuck needing to follow his outline. He is not very good at thinking on the fly, which hurts our ongoing campaign. He also loves to have a high level, high magic campaign so that makes it easier for players to throw him curves. He likes a high degree of control, dice fudges, etc. In an attempt to create a great story, he takes too much control from the players. One problem that came out of this was his favoring one character over another. IMC I play in Greyhawk, less magic, less great ability scores and that has become a negative to some players, since their players in other worlds could have two 18 ability scores. The illusion is a player is powerful, yet so is everyone else. I work hard to have the world evolve around the players to give them a sense of realness. They do not live in a vaccum and there are actions and rumors around them, some people they like and some they do not. One problem I have run into is giving the players too much freedom. They have difficulty deciding what to do, and often one player will monopolize the limited time we have. I am working on fixing that. [/QUOTE]
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