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How many DM's in a group is a good / bad thing?
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<blockquote data-quote="Greenfield" data-source="post: 6663621" data-attributes="member: 6669384"><p>Thanks for the mention Dandu.</p><p></p><p>Our group has eight people, and our campaign style is designed for multiple DMS. </p><p></p><p>We lay out an over all campaign goal that will give a framework for any DMs to work with. </p><p></p><p>Each player makes up a character, and the part of the world they come from. If/when they decide they have a story they want to add to the campaign, it takes place in that part of the world they made up, or some unclaimed territory. This way there's little to no chance of their story arc killing off a key NPC that someone else was counting on as a foil in their upcoming adventure.</p><p></p><p>For example, at one point we had a copule of players who hadn't played 3rd edition, and were a bit unsure of the conversion. We were just starting a new campaign, so we took that into account in the world layout.</p><p></p><p>We called that campaign "Lost Secrets". The premise was a world in which many spells, feats, prestige classes etc had been lost or forgotten. The secret rituals of some secret societies had been closely guarded secrets, for example. Over time, one of two things tends to happen to such secrets: They leak out and are no longer secret, or the keepers of those secrets die off and take the knowledge with them.</p><p></p><p>So, in this world, the Feats needed to enchant permanent magic items had been lost. All 9th level spells were gone. A great many Prestige Classes were out, etc.</p><p></p><p>The gods were actually pretty much okay with this. It was kind of nice not to have to deal with Epic level heroes with all custom made gear challenging and shaking the foundations of heaven every few years. But they foresaw that there were dark days coming, and that mortals would once again need these lost arts, even the evil necromantic ones, and so they sent word, via their Clerics, that each nation should send a representative or champion to join a group who would seek out the lost tomes, ancient sites, the rare repositories or the few living people who held these secrets. Their mission was to gather all the knowledge, art and artifice they could, and share it equally with all the nations.</p><p></p><p>With this framework, any DM could pick any Feat, Prestige Class or whatever that hadn't yet been seen or used, and make up an adventure about it.</p><p></p><p>Permanent magic items would be few and far between, at least until we learned how to make them, since officially nobody knew how to make them. </p><p></p><p>And it was okay for the party to include characters who didn't like or trust each other, or who represented nations that were traditional rivals and/or enemies. Two of the PCs were from nations that had an on-again/off-again state of war, always simmering. This gave us huge opportunities for character interaction, which could and did provide a lot of story material.</p><p></p><p>Some of the things we uncovered, such as the dark rituals for using hum(oid) sacrifice to provide the EXP needed to craft magic, we included in our ever growing Codex Majika, but we put them in with black borders, at the back of the book. And while we did distribute copies of what we had found, as our charter demanded, that section was usually "distributed" by leaving a copy filed in the back shelves of a royal or guild library, without fanfare.</p><p></p><p>We ran that campaign, with six of our eight players taking the DM's seat at various times. We ran from 1st through 20th level and had a rollicking good time with it.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6663621, member: 6669384"] Thanks for the mention Dandu. Our group has eight people, and our campaign style is designed for multiple DMS. We lay out an over all campaign goal that will give a framework for any DMs to work with. Each player makes up a character, and the part of the world they come from. If/when they decide they have a story they want to add to the campaign, it takes place in that part of the world they made up, or some unclaimed territory. This way there's little to no chance of their story arc killing off a key NPC that someone else was counting on as a foil in their upcoming adventure. For example, at one point we had a copule of players who hadn't played 3rd edition, and were a bit unsure of the conversion. We were just starting a new campaign, so we took that into account in the world layout. We called that campaign "Lost Secrets". The premise was a world in which many spells, feats, prestige classes etc had been lost or forgotten. The secret rituals of some secret societies had been closely guarded secrets, for example. Over time, one of two things tends to happen to such secrets: They leak out and are no longer secret, or the keepers of those secrets die off and take the knowledge with them. So, in this world, the Feats needed to enchant permanent magic items had been lost. All 9th level spells were gone. A great many Prestige Classes were out, etc. The gods were actually pretty much okay with this. It was kind of nice not to have to deal with Epic level heroes with all custom made gear challenging and shaking the foundations of heaven every few years. But they foresaw that there were dark days coming, and that mortals would once again need these lost arts, even the evil necromantic ones, and so they sent word, via their Clerics, that each nation should send a representative or champion to join a group who would seek out the lost tomes, ancient sites, the rare repositories or the few living people who held these secrets. Their mission was to gather all the knowledge, art and artifice they could, and share it equally with all the nations. With this framework, any DM could pick any Feat, Prestige Class or whatever that hadn't yet been seen or used, and make up an adventure about it. Permanent magic items would be few and far between, at least until we learned how to make them, since officially nobody knew how to make them. And it was okay for the party to include characters who didn't like or trust each other, or who represented nations that were traditional rivals and/or enemies. Two of the PCs were from nations that had an on-again/off-again state of war, always simmering. This gave us huge opportunities for character interaction, which could and did provide a lot of story material. Some of the things we uncovered, such as the dark rituals for using hum(oid) sacrifice to provide the EXP needed to craft magic, we included in our ever growing Codex Majika, but we put them in with black borders, at the back of the book. And while we did distribute copies of what we had found, as our charter demanded, that section was usually "distributed" by leaving a copy filed in the back shelves of a royal or guild library, without fanfare. We ran that campaign, with six of our eight players taking the DM's seat at various times. We ran from 1st through 20th level and had a rollicking good time with it. [/QUOTE]
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