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DM: Encouraging More Role-Playing in an RPG
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<blockquote data-quote="Gilladian" data-source="post: 5908764" data-attributes="member: 2093"><p>I've been in a situation similar to yours. We did round-robin DMing for about two years. The express purpose (besides just playing) was to give newbie DM's experience DMing without having to take on a whole campaign.</p><p></p><p>We did two things that you might be able to try to boost cohesion in the overall campaign. First, we set up a world where the adventures all happened in separate worlds; when we changed DM's, we left the main world and entered the new DM's world via a gate device that Farlanghn had created. We had the overall plot of trying to seal these gates as we left each world. And catch the rat-b*tard rogue who was opening them. </p><p></p><p>Only the main DMs (I and a friend) ran scenarios set in the main world, and we discussed them thoroughly to know how they affected the campaign. </p><p></p><p>We had a fair amount of player/DM turnover as well as DM changes, but the game still worked, because each scenario began with me or the other main DM (John) giving an outline of what the current world situation was, then handing the reins over to the new DM. 2-5 weeks later, the PCs were back home, and one of us ran a session or two in the main world, before passing the baton again.</p><p></p><p>I would suggest that if you can somehow "separate" the scenarios your DMs run so they have less impact on the "main world", you may have a better chance of building cohesion and continuity IN that world. People will still treat the NPCs, etc... that they meet "out there" pretty casually, but if they know that what they do "at home" has long-term ramifications, they will start caring more and building those bonds more strongly.</p><p></p><p>The second thing we did is talk constantly (John and I) about how to USE what happened in the other games in our main world; often we reflected damage in the secondary worlds into the prime world, and if things went well, then conditions at home likewise improved. It was subtle, but players noticed it and liked it. We also sometimes had NPCs cross over - once or twice players rescued someone and brought htem home!</p></blockquote><p></p>
[QUOTE="Gilladian, post: 5908764, member: 2093"] I've been in a situation similar to yours. We did round-robin DMing for about two years. The express purpose (besides just playing) was to give newbie DM's experience DMing without having to take on a whole campaign. We did two things that you might be able to try to boost cohesion in the overall campaign. First, we set up a world where the adventures all happened in separate worlds; when we changed DM's, we left the main world and entered the new DM's world via a gate device that Farlanghn had created. We had the overall plot of trying to seal these gates as we left each world. And catch the rat-b*tard rogue who was opening them. Only the main DMs (I and a friend) ran scenarios set in the main world, and we discussed them thoroughly to know how they affected the campaign. We had a fair amount of player/DM turnover as well as DM changes, but the game still worked, because each scenario began with me or the other main DM (John) giving an outline of what the current world situation was, then handing the reins over to the new DM. 2-5 weeks later, the PCs were back home, and one of us ran a session or two in the main world, before passing the baton again. I would suggest that if you can somehow "separate" the scenarios your DMs run so they have less impact on the "main world", you may have a better chance of building cohesion and continuity IN that world. People will still treat the NPCs, etc... that they meet "out there" pretty casually, but if they know that what they do "at home" has long-term ramifications, they will start caring more and building those bonds more strongly. The second thing we did is talk constantly (John and I) about how to USE what happened in the other games in our main world; often we reflected damage in the secondary worlds into the prime world, and if things went well, then conditions at home likewise improved. It was subtle, but players noticed it and liked it. We also sometimes had NPCs cross over - once or twice players rescued someone and brought htem home! [/QUOTE]
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