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<blockquote data-quote="Breaks" data-source="post: 6026622" data-attributes="member: 6678259"><p>simply treat it as two campaigns, complete with separate parties/characters.</p><p></p><p>they can be set concurrently in the same campaign setting, each telling part of the overall story, or can be entirely separate, having no effect on each other. if in the same setting, trade general notes with the other DM so you can avoid similar tropes, and don't do things like destroy some city the other was going to feature as a haven later on, but you don't need to have the same arch-villain or even be in the same part of the world. of course, if you are, you can use the other party members as npcs the current party might run across while in town.</p><p></p><p>treat the transitions as interludes, spending just enough time with one story/party for your slayer/knight to get bored, for your warlord to want to roll his own dice, or for the current DM to want to get his player on. You can expertly weave these into the storyline to create extended cliffhangers (the party gets captured, end of session, next week jump to the other campaign) or use natural break points like the end of a dungeon crawl or boss fight. or you can set specific swap conditions and keep to them (swap every month, or every 6 sessions, or every time the party gains a level).</p><p></p><p>if the rest of your party is wholly against making/keeping track of two different characters, treat one of the campaigns as a series of flashbacks, and just use the same characters for both. don't worry too much about explaining how they were still level 6 20 years ago when they were level 1 6 months ago, or how remembering an encounter in the past dinged them up to 7. Single-player rpgs do flashback interludes without disrupting level-flow all the time, and as long as there's a compelling story taking place, such matters are rarely distracting. the future/older party could be newly out of retirement, having to re-learn to fight, for example, or there could have been some sort of mass-amnesia effect that the party is slowly recovering from while investigating (which has some awesome campaign hooks - the party could essentially approach the truth about the "event" from both sides simultaneously, but such a story is more finite, and its culmination would likely end the "flashback" campaign).</p><p></p><p>theres lots of fun options <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Breaks, post: 6026622, member: 6678259"] simply treat it as two campaigns, complete with separate parties/characters. they can be set concurrently in the same campaign setting, each telling part of the overall story, or can be entirely separate, having no effect on each other. if in the same setting, trade general notes with the other DM so you can avoid similar tropes, and don't do things like destroy some city the other was going to feature as a haven later on, but you don't need to have the same arch-villain or even be in the same part of the world. of course, if you are, you can use the other party members as npcs the current party might run across while in town. treat the transitions as interludes, spending just enough time with one story/party for your slayer/knight to get bored, for your warlord to want to roll his own dice, or for the current DM to want to get his player on. You can expertly weave these into the storyline to create extended cliffhangers (the party gets captured, end of session, next week jump to the other campaign) or use natural break points like the end of a dungeon crawl or boss fight. or you can set specific swap conditions and keep to them (swap every month, or every 6 sessions, or every time the party gains a level). if the rest of your party is wholly against making/keeping track of two different characters, treat one of the campaigns as a series of flashbacks, and just use the same characters for both. don't worry too much about explaining how they were still level 6 20 years ago when they were level 1 6 months ago, or how remembering an encounter in the past dinged them up to 7. Single-player rpgs do flashback interludes without disrupting level-flow all the time, and as long as there's a compelling story taking place, such matters are rarely distracting. the future/older party could be newly out of retirement, having to re-learn to fight, for example, or there could have been some sort of mass-amnesia effect that the party is slowly recovering from while investigating (which has some awesome campaign hooks - the party could essentially approach the truth about the "event" from both sides simultaneously, but such a story is more finite, and its culmination would likely end the "flashback" campaign). theres lots of fun options :) [/QUOTE]
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