WayOfTheFourElements
Hero
D&D can be played with a single DM running worlds and adventures for a single group, but there are many other ways to play the game. Here are a few that come to mind.
Single Group, Single DM. Y'all know how this works.
Single Group, Rotating DM - Adventure based. As above, except the DM changes after each adventure. This gives the next DM in the rotation plenty of time to prep the adventure and prevents DM burn-out. A great fit when everyone would prefer to play rather than DM.
Single Group, Rotating DM - Geographical. As Single Group, Single DM, except each player designs one section of the world (a kingdom, an island, barony, what have you). When the PCs enter a new kingdom/island/barony/whatever, the player who designed that area takes over DMing. Works well for sandbox games.
Solo Game. A DM runs a game for a single player. Sometimes a character from a larger group undertakes a solo mission. Assassinations work particularly well as solo adventures.
West Marches. Adventures feature a rotating cast of characters of various levels. Sessions begin and end at the same adventure hub. They generally involves episodic location-based adventures.
Living World. One DM runs multiple groups (e.g. Group A - Mondays, Group B, Wednesdays, Group C - every other Thursday). Each group adventures in the same geographical area. The groups' actions affect each other. Groups can work or compete with or against one another for treasure and glory. Crossover events may occur.
Wargame. One DM runs two (or more) directly oppositional groups (e.g. Good vs. Evil, Orcs vs. Humans), typically on alternating sessions with an epic crossover event at the end.
Of all these types, I'm curious why Single Group, Single DM is so much more prevalent than the others. For some reason, nearly all published adventures assume this model and it's hard to find much support for the others. Is there any particular reason why the other campaign set-ups lack the same appeal?
Single Group, Single DM. Y'all know how this works.
Single Group, Rotating DM - Adventure based. As above, except the DM changes after each adventure. This gives the next DM in the rotation plenty of time to prep the adventure and prevents DM burn-out. A great fit when everyone would prefer to play rather than DM.
Single Group, Rotating DM - Geographical. As Single Group, Single DM, except each player designs one section of the world (a kingdom, an island, barony, what have you). When the PCs enter a new kingdom/island/barony/whatever, the player who designed that area takes over DMing. Works well for sandbox games.
Solo Game. A DM runs a game for a single player. Sometimes a character from a larger group undertakes a solo mission. Assassinations work particularly well as solo adventures.
West Marches. Adventures feature a rotating cast of characters of various levels. Sessions begin and end at the same adventure hub. They generally involves episodic location-based adventures.
Living World. One DM runs multiple groups (e.g. Group A - Mondays, Group B, Wednesdays, Group C - every other Thursday). Each group adventures in the same geographical area. The groups' actions affect each other. Groups can work or compete with or against one another for treasure and glory. Crossover events may occur.
Wargame. One DM runs two (or more) directly oppositional groups (e.g. Good vs. Evil, Orcs vs. Humans), typically on alternating sessions with an epic crossover event at the end.
Of all these types, I'm curious why Single Group, Single DM is so much more prevalent than the others. For some reason, nearly all published adventures assume this model and it's hard to find much support for the others. Is there any particular reason why the other campaign set-ups lack the same appeal?
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