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<blockquote data-quote="Quickleaf" data-source="post: 6026751" data-attributes="member: 20323"><p>[MENTION=6678017]Trit One-Ear[/MENTION]</p><p>I like Lwaxy's suggestion. I was thinking something similar, but focus more on a shared campaign setting while leaving each of you in complete control of a given adventure (well, as much as any GM is ever in "complete control"). Just tighten up your adventures so they're more serialized/episodic than massive fantasy epics...and of course draw from the shared setting you two are creating. For example ,design your adventures to last between 2-4 sessions, and strictly stick to that. For example, you would stick to smaller dungeons and make sure the players return to civilization at the end. I think to pull this off you'd need to sacrifice a bit (not all) of your tendency for long-spanning plot lines and be willing to adapt to curve balls from your co-GM and fellow players. Of course, if you do want to foreshadow something, you can always return to that in a later 2-4 session adventure you run. </p><p></p><p>Also, in creating your characters I'd build in reasons to logically explain their periodic absence from the party. Maybe they must report to a feudal lord or church? Maybe they have a family they return to? Keep in mind that your characters is another place you can coordinate background/setting material.</p><p></p><p>A note on game prep logistics. With this approach you might, at the start of running your adventure, let your co-GM know where you expect the group to end up at the end. No plot details, just geographic location in the setting. This could help them prep their adventure, and they would return the favor. Alternately, you could just plan for a longer than normal gaming break between adventures to allow the other sufficiency prep time.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6026751, member: 20323"] [MENTION=6678017]Trit One-Ear[/MENTION] I like Lwaxy's suggestion. I was thinking something similar, but focus more on a shared campaign setting while leaving each of you in complete control of a given adventure (well, as much as any GM is ever in "complete control"). Just tighten up your adventures so they're more serialized/episodic than massive fantasy epics...and of course draw from the shared setting you two are creating. For example ,design your adventures to last between 2-4 sessions, and strictly stick to that. For example, you would stick to smaller dungeons and make sure the players return to civilization at the end. I think to pull this off you'd need to sacrifice a bit (not all) of your tendency for long-spanning plot lines and be willing to adapt to curve balls from your co-GM and fellow players. Of course, if you do want to foreshadow something, you can always return to that in a later 2-4 session adventure you run. Also, in creating your characters I'd build in reasons to logically explain their periodic absence from the party. Maybe they must report to a feudal lord or church? Maybe they have a family they return to? Keep in mind that your characters is another place you can coordinate background/setting material. A note on game prep logistics. With this approach you might, at the start of running your adventure, let your co-GM know where you expect the group to end up at the end. No plot details, just geographic location in the setting. This could help them prep their adventure, and they would return the favor. Alternately, you could just plan for a longer than normal gaming break between adventures to allow the other sufficiency prep time. [/QUOTE]
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