Advice on Taking over from an Experienced DM.

Hackenslash

First Post
Hello All,

Our Group has been playing DnD for over 18 years and most of the time our DM has always been the same person. Now this person has expressed an interest in playing DnD in the newest 3.5 edition and as I have DM'ed before with other groups and this one occasionally as one off adventures, I have offered to start the new campaign with our DM as a player. One of my major concerns is that the players have never known any other DM'ing styles and mine differs a lot from our current DM. I am more flexible and less rules based as long as the story unfolds as efficiently as possible and the plot advances accordingly. I like to keep things flowing so I will adlib, judge or not allow rules that over complicate the issue at hand. Somtimes I will just interpret the rules at their most basic format to get the plot moving and get characters where they are supposed to be rather than spend ages micro managing the rules so that you get the absolutely perfect result based on whatever the character wanted to do in the first place. A good example here would be the Sundering and Grappling rules, ok while they are very well described I find them very cumbersome and uneccessary. So, while this may work for some DM's and there is no critisism here, I find this to be a difficult and very time consuming way of DM'ing and would rather memorise key rules and only look up story effecting rules where necessary and if it effects the encounter or scenario.

Also, I am very keen on making some house rule changes to certain parts of my campaign, some for flavor others to make the game better in my opinion though nothing too major, but I seem to be getting getting resistance from other members of the group without even tring it out or examing the reason behind the change. While I would appreciate this as constructive critisism, I would point out that our own DM has made house rules that have been unpopular but has used them anyway. Now I am thinking that this has more to do with the fact that the other players are used to these rules and have even asked me if I will be using them in my campaign. Well really it would not be my campaign if I used another DM's house rules would it ? I would just be DM'ing someone elses campaign for them so that they could play. Also, I get the feeling that the other players would rather not play in the type of campaign I have in mind as they are so used to playing in our current DM's campaign.

So bottom line: Do I give in and just DM the type of campign in the style that they are all used too ? OR. Do I try and show my own potential to create a different type of campaign and keep things flowing smoothly and use my own house rules ? Has anyone ever encountered this and how have they dealt with it ? I have put a lot of work into my new campign but feel as though it would not be worth it due to other players comments and negative attitudes. Any suggestions ??? Cheers All.
 

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I never took over a game directly from another GM. A couple of times people asked to GM a game I was running previously and once I handed a campaign directly into another GMs hands.

I do GM a lot, however, and would advise you to try to run a short game with your own style for the players while your current GM hasn't retired from his position yet (if at all possible). This would give you a chance to show your worht and style while not being expected to follow exactly your current GMs steps. Depending on the outcome of that short game you could get the players to agree to play the game with your own style.

Anyway, if you really want to GM for that specific group of players and don't manage to convince them of giving you a chance with your GMing style, you may be in for trouble if you decide to enforce your decisions. Players may simply decide to go away or whine constantly and remind you of the other GMs house rules. Considering you are really attached to the campaign you've spent so much time at, it could be really a crime to test it on the players one way or the other.

If you don't manage to get your players agreement, it could be better to step back and allow someone else to take up GMing for a time. Run your game with another group or as an alternate.
 

Unfortunately....

Well as it happens our group does not want to play any other night due to other activites/commitments etc. So that leaves playing on another night out. The DM in question is not retireing, he just wants to be a player in 3.5 edition for a while, and will most likely continue DM'ing once the campaign has finished.

The other players do not want to DM a campaign but are very fond of critisizing others and like to argue over rules etc...but when asked if they would prefer to run the game...they never want to take over the reigns and come up with lame "I don't have enough time...excuses" or just can't be bothered. I have offered to DM the next campaign purely out of friendship to our current DM who I have known for about 17 years, because he wants to have the players experience of 3rd edition and the new 3.5 rules etc...No one else in the group was prepared to do this on a long term basis other than a one off adventure or a few sessions at most. So that leaves me holding the ball but then having to play in the style that I am not comfortable with and using House rules that are not my own and putting up with players who are afraid to experiment with new rules and character suggestions. I really do feel that if end up DM'ing in this style I would end up burning out in favor of our existing DM and he will not get the chance to play a long term character afterall.

Don't get me wrong. I would happily give up my ideas on my campaign and play someone elses if someone else wanted to take over as long term DM, but to be honest I can not see that happening with our group of players. So that was why I have posted this thread to find some inspiration on how to deal with the problem without upsetting anyone or having to make our existing DM give up the idea of becoming a player. Shame really that people can get so set in their ways and be stubborn about experimenting with new ways of thinking and make others feel bad over what is in fact a minor issue as to who DM's a game.

In my eyes as long as it's a fun experience then what does it matter as to how you got there.

Any other suggestions or comments ?

Cheers All :)
 


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