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Co- or Double-DMing: Best Practices?
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<blockquote data-quote="Umbran" data-source="post: 2176800" data-attributes="member: 177"><p>Having done this numerous times with success, my honest first suggestion is - don't do it.</p><p></p><p>Why? Because it is darned difficult to do well. For most purposes, you are better off restructuring your 12 person group into 2 six-person groups, and running two separate sessions.</p><p></p><p>If, however, you really want to tun with 12 at once, and use a second GM, there are some tricks...</p><p></p><p>1)Separation of duties - in some way, shape, or form, separate the duties of the two GMs. Exactly how you divvy things up depends upon the structure of your session, and can vary from scene to scene. In the middle of a tavern, having one deal with social interactions and another deal with other mechanics might make sense. In a combat, having one detail the monster's actions while another ajudicate the PCs actions might work for you. </p><p></p><p>2)Both GMs must be <em>thoroughly</em> familiar with the material. Plan so that either one of you be prepared enough to run the game alone, if need be.</p><p></p><p>3)Even given (2), be prepared for one of you to forget vital information. </p><p></p><p>4) Expect and plan for the right hand to not know what the left hand is doing. If you cannot operate mostly independently, you gain nothing from having the extra body there.</p></blockquote><p></p>
[QUOTE="Umbran, post: 2176800, member: 177"] Having done this numerous times with success, my honest first suggestion is - don't do it. Why? Because it is darned difficult to do well. For most purposes, you are better off restructuring your 12 person group into 2 six-person groups, and running two separate sessions. If, however, you really want to tun with 12 at once, and use a second GM, there are some tricks... 1)Separation of duties - in some way, shape, or form, separate the duties of the two GMs. Exactly how you divvy things up depends upon the structure of your session, and can vary from scene to scene. In the middle of a tavern, having one deal with social interactions and another deal with other mechanics might make sense. In a combat, having one detail the monster's actions while another ajudicate the PCs actions might work for you. 2)Both GMs must be [i]thoroughly[/i] familiar with the material. Plan so that either one of you be prepared enough to run the game alone, if need be. 3)Even given (2), be prepared for one of you to forget vital information. 4) Expect and plan for the right hand to not know what the left hand is doing. If you cannot operate mostly independently, you gain nothing from having the extra body there. [/QUOTE]
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