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Have any of you DM's tried this?
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<blockquote data-quote="Varianor Abroad" data-source="post: 1937757" data-attributes="member: 12425"><p>Yes, in some respects this is very similar to a Living Campaign. The major issues with those that I've seen are record-keeping. </p><p></p><p>I've also been a DM in a shared world campaign, which is pretty close to what you're talking about with your initial size. Since I think you're asking what the challenges/problems/differences are, I can speak to that. I was one of 5-7 DMs responsible for a jointly developed game world. Each of us took a turn (or several) running adventures set in the game. Unlike what you're talking about where different groups existed in different areas, the same PCs went from DM to DM.</p><p></p><p>But each DM wound up staking out their "creative turf" as it happened. Which was fine. People took a respectful attitude to different aspects of the world when someone else put it together.</p><p></p><p>Where there were issues were personality differences. One DM was not liked by some of the others. So when he wrote up materials, they would frequently get nixed by another set of DMs (who happened to be husband and wife). Any time he proposed changes, if the other two didn't like them they got dropped. However, if they wanted something to happen, it frequently did. There also were the occasional frictions on the DM list that cropped up over misunderstandings. So I would say that making sure that everyone can work together maturely and without friction is key.</p><p></p><p>The overall results however were excellent. Many ideas developed by the synergy of having lots of people working on the same basic concepts were darned neat. It was also nice to be able to take an NPC, plot or situation created by someone else and expand upon it, or bring it back when the PCs thought it over, but with a twist. The campaign itself and the world are still ongoing in fact (although I no longer participate due to the distance I live away from the rest). </p><p></p><p>The one other issue that I can foresee happening with a scenario like you propose - multiple games set in areas - I saw in a brief experiment like this in college, where two DMs ran two groups in the same world. One group got ahead of the other in the timeline, so that caused extra work for the DMs to keep everything straight. Just make sure that world shaking plots are kept out or to a minimum and that news travels slowly. </p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Varianor Abroad, post: 1937757, member: 12425"] Yes, in some respects this is very similar to a Living Campaign. The major issues with those that I've seen are record-keeping. I've also been a DM in a shared world campaign, which is pretty close to what you're talking about with your initial size. Since I think you're asking what the challenges/problems/differences are, I can speak to that. I was one of 5-7 DMs responsible for a jointly developed game world. Each of us took a turn (or several) running adventures set in the game. Unlike what you're talking about where different groups existed in different areas, the same PCs went from DM to DM. But each DM wound up staking out their "creative turf" as it happened. Which was fine. People took a respectful attitude to different aspects of the world when someone else put it together. Where there were issues were personality differences. One DM was not liked by some of the others. So when he wrote up materials, they would frequently get nixed by another set of DMs (who happened to be husband and wife). Any time he proposed changes, if the other two didn't like them they got dropped. However, if they wanted something to happen, it frequently did. There also were the occasional frictions on the DM list that cropped up over misunderstandings. So I would say that making sure that everyone can work together maturely and without friction is key. The overall results however were excellent. Many ideas developed by the synergy of having lots of people working on the same basic concepts were darned neat. It was also nice to be able to take an NPC, plot or situation created by someone else and expand upon it, or bring it back when the PCs thought it over, but with a twist. The campaign itself and the world are still ongoing in fact (although I no longer participate due to the distance I live away from the rest). The one other issue that I can foresee happening with a scenario like you propose - multiple games set in areas - I saw in a brief experiment like this in college, where two DMs ran two groups in the same world. One group got ahead of the other in the timeline, so that caused extra work for the DMs to keep everything straight. Just make sure that world shaking plots are kept out or to a minimum and that news travels slowly. Good luck! [/QUOTE]
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