Tsillanabor
First Post
So what about games with rotating DMs?
In games with rotating GMs I normally suggest they be episodic enough in the first place that one GM's plotlines don't mix much with the others'. Fortunately that means that there's no good reason to drag along every party member in every adventure, so when you swap out GMs you can have Billy the Thief stay at home and protect the valuables and thusly not worry everyone with his amazing ability to know just when to call for search checks, when to fall back into the back of the party before the ogres attack, etc. Just put the sheet away and give him XP as if he'd been there, just like everyone else does with their own characters when THEY are running.Tsillanabor said:So what about games with rotating DMs?
Where I can see it being conflicting, and hard to juggle. Sometimes the situations in the game are such that the party is only effective when each player is playing two characters. Usually, I make the stipulation that if they are going to run two characters, at the same time, that if they do anything 'fishy' in conjuction with those two characters... that being the GM, I have the power to veto their actions. Though, I've never seen such problems. I don't mind if someone does something, like act divisively against their other character. After all, they are just roleplaying. But usually, the players understand that we're only doing this because we need multiple characters because the party would suffer without them.Goddess FallenAngel said:I have no issues with players having multiple PCs in the game world - just multiple PCs in the party at the same exact time. I'm getting from your post that you mean the same thing?
That's the problem. If anyone is going to pull a Gandalf, you never go half-buttocks (is that grandma friendly enough?) on it. It should be more of a 'Charlie' situation where he sends the party out to do his dirty work. All of this work should be beneath him, that's why he has the party for!Basically because I am still not sure why the PCs were with this character - since we never did anything. Anything that we fought our weapons and spells were useless against (only the 'charlie's' abilities could effect it). All the puzzles we encountered only the 'charlie' could solve. We got to the point of the PCs - in character - playing cards during battles while the DM rolled dice against himself. It didn't take him long to realize that we weren't lifting a finger. (DM: "PC1 - it's your Init." PC1: "I raise." PC2: "My init is next. I fold, too rich for my blood.")
No, I'm just glad you guys found another way to entertain yourself while the DM played him himself.Now, I'm not saying that it can't be done well - I believe that it can - but that particular experience was not done well.![]()
For the most part whenever I've done rotating (round-robin) GMs... James' suggestion here is dead on. The DMing styles of the varoius DMs is often different enough that you don't want to rely on any of the other DMs to set up any particular situation for you. Unless it's a theme your working on. "Okay, all I want you to do is to get the players to DarkReach, and have them attacked by members of the Thieves Guild... oh, and make sure that they see lots of ravens on their way there." But never expect another GM to run your story for you, the way you want.James Heard said:In games with rotating GMs I normally suggest they be episodic enough in the first place that one GM's plotlines don't mix much with the others'. Fortunately that means that there's no good reason to drag along every party member in every adventure, so when you swap out GMs you can have Billy the Thief stay at home and protect the valuables and thusly not worry everyone with his amazing ability to know just when to call for search checks, when to fall back into the back of the party before the ogres attack, etc. Just put the sheet away and give him XP as if he'd been there, just like everyone else does with their own characters when THEY are running.
It might stretch someone's sense of absolute realism, but it's just the most practical way to do things. If the GM runs his own character he's got a DMPC and that upsets the players, if he lets another player run the character then there's always the danger that they turn him into a high hit point Nodwick and lower him into rooms to test for traps while the GM gets upset because "Billy would never do such a thing!"
Hussar said:Trolling back up the thread a bit.
Why are you uncomfortable with the idea of servants? It is certainly fitting with the setting. Many, many fantasy heroes had mooks with them. Conan had a pretty decent leadership score - granted, it kept getting knocked down 'cos he got all his followers and cohorts killed - but he still rarely trooped off on his own.
Since the cohort is given to me by a feat that I choose to take, screwing me over by having my cohort do something against my interests is hardly fair. We don't suddenly have PC's wands that they crafted themselves spontaneously combust. I would be very, very angry if a DM decided that my cohort was going to screw me over. I would also be truly angry if my cohort was better than me.
Now, don't take that to mean that the cohort should be useless. If I'm a fighter and I take a cleric cohort, I expect the cleric to be a better caster than me, of course. But, I don't expect the cleric to be able to outfight me, have more hit points, better AC and know all the answers.
Hussar said:An NPC is fine. I've run them and had DM's who've run them. Groovy. A DMPC is a bad thing IME.
Hussar said:Look, one of the worst things you can do is bring in a Mary Sue character. That's just bad for everyone. A DMPC is a Mary Sue. If he's not, then he's just an NPC.
Hussar said:An NPC cleric brought into a group that needs a healer is fine. An NPC cleric that is 5 levels higher than the party, outfitted to the gills and has access to resources far beyond the party is a VERY BAD THING.