Group Dynamics Problem

Drawmack

First Post
I was DMing and gave up the mantle for burn out

Our new GM must stop because of work

I am thinking that we could just run a modules game instead of a homebrew world and then just take turns DMing. Has anyone done this before and if so how has it worked out?
 

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I would recomend running two separate games and switching every other week between the games. I've done this two different times and it worked quite well.
 

Half my former players were so high or stoned, I swear, I didn't think they knew which end of their weapon to hold. My best friend has quit trying to get a game together. So far the best games have ones I've run online. Believe me, my friend, your problems are a cakewalk to mine ATM (at the moment not the automatic teller machine)

Btw if you thought that was crazy, wait until you see my Fangsfall party...
 

I would say, Drawmack, that the 'taking turns' DMing can work. There is a style of play which Ars Magica calls troupe-style play, where everyone plays and everyone DMs at different times. True troupe-style play is a lot of work, since you need to lay down ground rules as to how plots and characters interact. It also means accepting that sometimes you'll need to conference as players to settle tricky rules points.

However, what you are talking about could be handled more simply. Each of you is DM in turn and handles the module. At the end of the module you hand off and also hand over any eprtinent notes relating to the events of the last module (stuff like lingering curses or enemies made, etc.). I think you'll want to have a chat at the start to set up some ground rules for the setting - even a basic idea will make staging the modules easier.

Two things to bear in mid:

(1) you'll both likely have a DMPC - that is you'll probably want to continue running your PC whilst also DMing. Contrary to what some people say you can manage this, but you'll have to be careful about favouritism or railroading the other players.

(2) When a House Ruling is made, you'll need to keep a note of it. The truth is we tend to remember rules that are pertinent to our own characters, so you may well forget rulings made when you were playing once you come to be the DM.

Finally good luck Drawmack! I hope you get the game you want.
 

The group I started playing with (1st edition) ran that way. Campaign continuity was non-existent, and it didn't matter - we had a blast.

Basically, when the DM felt he or she had one or two sessions left to complete the current adventure, another player would volunteer to DM the next one.

"I've got one," Greg would say. "It's for 4th-6th level characters."

... and everyone would locate a character of the appropriate level, or as near as they had. Some people who'd been playing for longer might have five or six characters to choose from, and there was no requirement for a particular party to stay together.

So if six 5th level characters finished up the Ghost Tower of Inverness, the next session two of them plus four 'new faces' might show up in the Desert of Desolation. Or we might run a first level game, or a twelfth level game.

It didn't make for an epic storyline, but it was good fun.

-Hyp.
 

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