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Advice on Taking over from an Experienced DM.
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<blockquote data-quote="infax" data-source="post: 1046101" data-attributes="member: 12784"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="infax, post: 1046101, member: 12784"] 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. [/QUOTE]
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