For 2 DMs running Paranoia, I know you didn't, but I hope you guys made it as confusing as possible, and even stepped on each others toes. . I mean, how fun would that be for a player to ask a question, get two different answers with no clarification as to which was accurate. That would be pure Paranoia for me.I've done 2 DMs before - and for Paranoia, 3 GMs at the same time for a large group of players.
As for advice on how to go about it, first a question - WHY have multiple GMs? What's the goal? What are you hoping to get out of it?
This came up last night too. Not specifically but the old school mentality of the game in general. I ran a 5E session, not as a railroad but a loose lets move this along. Its OK to hand wave a 100' of corridor, a mob in the town square, get to what matters. 1 out of 6 players objected and wanted to check every nook and crany.needed 2 weeks of rest before he could do anything
I have had a similar experience. A friend of mine and I decided to tag-team DMing for our group's kids (pre-teens and teens). When the non-DM was in the game, we were essentially playing an NPC, then we would switch off.I guest starred as a couple NPCs in a campaign a friend was running once. The GM would let me know when it would be cool for me to take over an important NPC. Usually at the end of a module or campaign arc. We would get together over a beer and the GM would fill me in on all the interesting bits. I'd play the character during the session against the PCs.
It wasn't necessarily Co-GMing, but it was fun and took a little extra work off the solo GMs plate.
Definitely did those and look back on them now as big time-wasters for no real benefit.Anybody remember those sessions where party was split up in a dungeon and the players were in one room and the DM in another? Youre name got called like you took a ticket at the butcher counter. It was absolutely forbinnen for players to share knowledge.