Moving characters between campaigns

Back in the seventies and eighties, it was quite routine for AD&D and OD&D characters to move between different referee's campaigns. An early written source is Holmes D&D:

The game is limited only by the inventiveness and imagination of the players, and, if a group is playing together, the characters can move from dungeon to dungeon within the same magical universe if game referees are approximately the same in their handling of play. (D&D, Ed. Holmes, p. 5)​

With a large gaming group, with a reasonable degree of consistency in play style, moving back and forth between different DM's worlds could become a routine activity for characters.

I met this at college in fall 1979, where there were people in the group who'd been playing since 1974. The game mechanic was an institution called "The Halls of Teleportation" which existed in various towns in the different game worlds. Transport was free for adventurers, since, on the whole, they brought economic and social benefits to the worlds. Merchants could ship stuff between worlds, but had to pay a percentage. The towns continued to operate their own legal systems, and would sometimes extradite criminals, but this depended on the crime, and the worlds involved.

This came with some implicit lamp-shading, and an unspoken agreement not to spoil something that was of benefit to everyone by exploiting it too hard.

The result was a very large, multi-DM "meta-campaign," which was far more varied and interesting than any one DM could produce. This emerged naturally from the initial conditions, and still exists, although it isn't played as much now as it was in the late seventies and early eighties. Then, most members of the group spent the whole of each weekend playing or DMing. You can build a lot of gaming experience in a few years that way, and we did.

Of course, people had more than one character. Most of us had tens of characters, and would start new ones regularly at first level so that we always had a variety of characters at a variety of levels, and could join any expedition that sounded interesting and had space. An average party might be 4 players with a total of 8-9 characters, but this varied widely: some people didn't like playing more than one character at a time, while others were happy with it.

There were ongoing plotlines, and reoccurring villains. There would usually be a core group of characters interested in a particular plot, who would work on information-gathering with the relevant DM, and recruit more characters for an expedition or attack when they had a decent plan. This meant that many scenarios were organised by the players, which definitely eases the DM's workload.

The meta-campaign I know spread itself over several British universities (Loughborough, Manchester and Birmingham) in the late seventies. I helped spread it to another (Cambridge) in the mid-eighties, simply because there was one there which was pretty compatible. That one doesn't have Halls of Teleportation, but requires the characters to have ways to travel between worlds, after which it's then easy to move between the various game worlds.

I'll be playing a session that's definitely part of the meta-campaign on Monday, 42 years after I met it. I look forward to playing it more when I retire.

This doesn't seem to be common nowadays, but I'd like to know if there were any others.
 

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I ran a Meetup for a while where we had several DMs running campaigns in the same setting (Wilderlands), and PCs/players could move between DMs.
 

Back in the seventies and eighties, it was quite routine for AD&D and OD&D characters to move between different referee's campaigns.
Not in my hometown...
by 1985, asking to bring characters across from others' campaigns was a red flag of a problem player.
At the con on the UAA campus fall of 1986, it was an issue discussed by a number... with some putz who'd just moved to AK... and he was whining and whinging on about no one letting him bring over his 20th level wizard...
I suspect the reality is that the devs carried characters across far more than the rest of the gaming public. Especially given that I've met almost no one who had been allowed to do so.
 

Later editions have a more focused approach to PC balance so this usually means characters being the same level or xp value rather than having mixed level parties. In older editions this varied considerably. In AD&D I used to start new and replacement characters as one less than the lowest in the existing party to keep the party fairly even but to maintain a distinct incentive for sticking with a character long term. In contrast I played in an AD&D campaign over four years in college where the contemporary levels in the party ranged from 1 to 30-something at points.

It was also common in that college campaign for people to bring in existing characters and for there to be guest DM games where you could bring in existing characters.

In the 3e era I also played in a long campaign where we fairly cooperatively came up with the world and switched the DMing role at points between three of us.
 

With a large gaming group, with a reasonable degree of consistency in play style, moving back and forth between different DM's worlds could become a routine activity for characters.
I remember this being common. We are currently running a 5E D&D campaign with 3 DMs. We switch DMs every 2-4 sessions. Only rule is no DMPCs. Been working well as our styles are all a little different.
 

Yeah, we moved characters around. It was easy considering we often played modules without really tying them into a specific setting. We just showed up with the character we wanted to play. Sometimes you ran into someone with a character that wouldn’t mesh, maybe because of level incompatibility, but in those cases we usually worked to find some kind of compromise solution - like playing the character at a lower level.
 

Much of this depends, I think, on whether the DMs are using a shared universe and-or are in the same larger gaming crew and thus somewhat familiar with the other games; and are using at least a vaguely-similar set of rules*.

If yes, then character swapping can and did/still does happen all the time. If no, it can be (and sometimes was) problematic.

* - a much bigger headache now than in 1e days; back then the different systems were fairly compatible and moving, say, an AD&D character to a Basic campaign or vice-versa didn't require too much conversion. Now, with multiple editions that don't play all that well with each other, converting a character from one edition to another can take longer than just rollin' up a new one.
 

My group in high school and then at my first stab at college did allow moving characters between different DMs. However, neither allowed brining in a character from an external group. I think this comes down to play style but there was also some concern about whether an imported character had been just written down or been played. While not explicit there was also concern about some DMs giving overpowered items.
 

The commonality I'm seeing in those who did so is that they were playing in clubs. Specifically, D&D clubs.

I never encountered a D&D-specific club until the 1990s, and then only by people talking about theirs online.

In a small irony, the elementary school I went to had a D&D club afterschool in 1978-1980... but I only found out about it in 2012...
 

We never had a group of player large enough to do that. We did have two DMs and two campaigns but we never transferred a character from one group to the other. There was no need.
 

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