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<blockquote data-quote="babomb" data-source="post: 2587416" data-attributes="member: 1316"><p>Speaking from personal experience, make sure you clearly delineate the responsibilities of the two DMs. Nothing brings a session to a halt quite like an argument between the two DMs.</p><p></p><p>Decide on a head DM. He has final say on anything. The main DM can give the sous-DM (to borrow a cooking term) minor corrections or directions at the table, but if either has a major concern, take it in private. The sous-DM should never contradict the head DM.</p><p></p><p>Again, note what the sous-DM is responsible for. Keeping track of initiative order? Running some /all NPCs? Which? Controlling some/all enemy combatants? Which? Running part of the party when they split up? Running the whole game if the main DM can't make it?</p><p></p><p>The DMs should arrive early to discuss the adventure plans. The sous-DM should have time to review any notes or maps in case the party splits up and he has to run part. He should also have time to review any NPCs he will be running, whether roleplaying or in combat. (I was usually given these at the last minute or when the head DM got mad and stormed out.)</p><p></p><p>If the sous-DM is to run the session when the DM is absent, he should get any plans from the head DM as soon as possible. He should have a generic adventure prepped just in case. The main DM should also be able to trust him not to do anything dumb like give out loads of treasure. Or you may decide it's best to have him run a seperate one-shot.</p><p></p><p>In the two instances where my group has had co-DMs, the sous-DM ended up running the campaign and the main DM made a PC. But that doesn't mean it can't work for you. If you follow the guidelines above and spell everything out upfront, it might work just fine.</p></blockquote><p></p>
[QUOTE="babomb, post: 2587416, member: 1316"] Speaking from personal experience, make sure you clearly delineate the responsibilities of the two DMs. Nothing brings a session to a halt quite like an argument between the two DMs. Decide on a head DM. He has final say on anything. The main DM can give the sous-DM (to borrow a cooking term) minor corrections or directions at the table, but if either has a major concern, take it in private. The sous-DM should never contradict the head DM. Again, note what the sous-DM is responsible for. Keeping track of initiative order? Running some /all NPCs? Which? Controlling some/all enemy combatants? Which? Running part of the party when they split up? Running the whole game if the main DM can't make it? The DMs should arrive early to discuss the adventure plans. The sous-DM should have time to review any notes or maps in case the party splits up and he has to run part. He should also have time to review any NPCs he will be running, whether roleplaying or in combat. (I was usually given these at the last minute or when the head DM got mad and stormed out.) If the sous-DM is to run the session when the DM is absent, he should get any plans from the head DM as soon as possible. He should have a generic adventure prepped just in case. The main DM should also be able to trust him not to do anything dumb like give out loads of treasure. Or you may decide it's best to have him run a seperate one-shot. In the two instances where my group has had co-DMs, the sous-DM ended up running the campaign and the main DM made a PC. But that doesn't mean it can't work for you. If you follow the guidelines above and spell everything out upfront, it might work just fine. [/QUOTE]
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