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<blockquote data-quote="Lwaxy" data-source="post: 6026669" data-attributes="member: 53286"><p>Not a 4e player but as this is more of a general RPG issue and we co-GM a lot, here's some ideas. </p><p></p><p>You don't need to make it separate campaigns, we only consider it co-GMing if we are co-running the same campaign. </p><p></p><p>If you are running an AP, only switch GMs between the modules and don't read ahead. So adventure 1 in the path would be done by one GM, part 2 by the other and then alternating again. Same when you string other adventures together, of course. </p><p></p><p>If you make your own story, you do not want to plan a lot of details ahead so when you get to play, you can be surprised and not be forced to metagame all the time. It helps to have either clear ending points or open cliffhangers before switching. Cliffhanger for example as in the party has just defeated a young dragon and suddenly a roar and rumble comes from the next cave. The next GM in line gets to decide whether this is another dragon, other monsters or something else entirely - maybe a bunch of dwarfs emulating dragon noises to try and scare the dragon just killed off. It helps to know each other's preferences ad GMing style to prepare such cliffhangers. </p><p></p><p>Co-GMing is lots of fun. It takes a bit more time in planning a base story if you do your own brew, but it's worth it. GMs with a god complex are not good to co-GM with, of course. You need to respect each other's ideas, leads and plotlines. </p><p></p><p>Also a good way to get new GMs. One of the girls I GM for now is the main GM in our Eberron campaign. She wouldn't have tried GMing it alone. </p><p></p><p>Oh and in the case of this campaign, we share a PC so there is consistency in the party.</p></blockquote><p></p>
[QUOTE="Lwaxy, post: 6026669, member: 53286"] Not a 4e player but as this is more of a general RPG issue and we co-GM a lot, here's some ideas. You don't need to make it separate campaigns, we only consider it co-GMing if we are co-running the same campaign. If you are running an AP, only switch GMs between the modules and don't read ahead. So adventure 1 in the path would be done by one GM, part 2 by the other and then alternating again. Same when you string other adventures together, of course. If you make your own story, you do not want to plan a lot of details ahead so when you get to play, you can be surprised and not be forced to metagame all the time. It helps to have either clear ending points or open cliffhangers before switching. Cliffhanger for example as in the party has just defeated a young dragon and suddenly a roar and rumble comes from the next cave. The next GM in line gets to decide whether this is another dragon, other monsters or something else entirely - maybe a bunch of dwarfs emulating dragon noises to try and scare the dragon just killed off. It helps to know each other's preferences ad GMing style to prepare such cliffhangers. Co-GMing is lots of fun. It takes a bit more time in planning a base story if you do your own brew, but it's worth it. GMs with a god complex are not good to co-GM with, of course. You need to respect each other's ideas, leads and plotlines. Also a good way to get new GMs. One of the girls I GM for now is the main GM in our Eberron campaign. She wouldn't have tried GMing it alone. Oh and in the case of this campaign, we share a PC so there is consistency in the party. [/QUOTE]
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