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DMless D&D?


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I think the collective approach could work. Something like this

- The XP for an encounter is rolled for all PCs still on their feet. Thus, each player has an interest in defeating the monsters yes, but if his teammates are down he gets a bonus.

- Each encounter PCs randomly roll to see who controls each monster. On your turn you act, then your monster acts.

- Veto rule. If the monster does something way out of character, the other players may override with a unanimous vote. In general, the monsters should behave appropriately.

- When in doubt, vote. Majority rules in case of a dispute.

- Volunteer for NPC duty. If the group needs an NPC, someone simply volunteers to play them.
 

While it is not D&D, Universalis is an excellent example of the possibilities of a collaborative RPG. Or rather everyone is a player, or everyone is the DM (GM).

Playing it kind of makes me feel like a film/TV show creator brainstorming idea's with fellow writers. - And getting to decide what some of those characters do an say.

Some of the rules of Universalis might be quite useful in an attempt to make a collaborative D&D.
 

I think the collective approach could work. Something like this

- The XP for an encounter is rolled for all PCs still on their feet. Thus, each player has an interest in defeating the monsters yes, but if his teammates are down he gets a bonus.

- Each encounter PCs randomly roll to see who controls each monster. On your turn you act, then your monster acts.

- Veto rule. If the monster does something way out of character, the other players may override with a unanimous vote. In general, the monsters should behave appropriately.

- When in doubt, vote. Majority rules in case of a dispute.

- Volunteer for NPC duty. If the group needs an NPC, someone simply volunteers to play them.


Setting up a meta-structure for decision-making seems like a good plan. I like the idea of keeping some random elements in the process, too.
 

Setting up a meta-structure for decision-making seems like a good plan. I like the idea of keeping some random elements in the process, too.

Another option might be to have some automatic decisions for different types of creatures. If we're talking 4e, maybe something like

Soldier - Approach and engage the closest defender, then striker.
Artillery - Fire at the closest Controller, then Leader
Brute - Attack closest enemy, but stay within 6 spaces of leader/artillery
Minion - Charge nearest enemy and die :)
Lurker - Move to flank the nearest enemy

If a creature misses, roll a d6. On 5-6 they will move to attack an enemy within 6 spaces

All enemies will use encounter powers after they are Bloodied

Once 1/2 nonminion creatures are defeated, roll Leader/highest level's Charisma. +2 for each member that outnumbers the PCs. If fail, they all flee.

Someone would still design the encounters, and those may have tactics built into them that will override other rules. I'd keep it simple, maybe 3-5 general rules and one for each type of critter. I might have to mess around with this!
 

Say a group would like to play D&D but without a DM. I'd like to read discussion of ways to play the various editions without a DM. Post or link to any that you know. Can the DM be replaced with a deck of encounter cards, a random encounter table, or some other mechanic for such an experiment? Can a solo game be sustained over the course of leveling up? Throughout a campaign? Thoughts?

Yes. It's called Warhammer Quest. Fun game! :D

Bye
Thanee
 

Soldier - Approach and engage the closest defender, then striker.
Artillery - Fire at the closest Controller, then Leader
Brute - Attack closest enemy, but stay within 6 spaces of leader/artillery
Minion - Charge nearest enemy and die :)
Lurker - Move to flank the nearest enemy

If a creature misses, roll a d6. On 5-6 they will move to attack an enemy within 6 spaces
This is interesting. Definitely post more if you come up with anything else, this is something I've been wanting to do with a little more... finesse. When I did it in 3.5, we basically just agreed around the table what was tactically best for each monster, and that worked out okay but issues of desperation and coup de grace and that kind of thing could be bard to adjudicate.
 

Into the Woods

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