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Multiple DMs - Any advice?
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<blockquote data-quote="Gilladian" data-source="post: 4902042" data-attributes="member: 2093"><p>I don't know anything about Scales of War, but I have several times participated in RR games. </p><p></p><p>Firstly, make a firm rule that the Dm's PC is never present during his dming sessions.</p><p></p><p>Second, the way we ran the plot was that there was a single "homeworld" with many gates in it to other worlds. Adventures always took place in these other worlds. Each DM was responsible for one world. The adventure he/she ran could be homebrewed or a module, but had to be short enough to be completed in no more than 3 sessions. Sometimes this meant we had to forcibly cut things off, as when one newbie DM thought he could do all of Forge of Fury in 3 3-hour sessions... (NOT!).</p><p></p><p>One DM was in charge of the homeworld (ME) and always co-dmed the home sessions, but then I sat back and let the other DM take over. This gave the campaign SOME continuity, and gave the beginner DM's some fallback if they got confused. It also gave me (the only experienced DM) a way to "fix" major mistakes (like artifact-level magic handed to 3rd level PCs). This may well be unnecessary if the rest of the DMs are more experienced than this group was.</p><p></p><p>We played at the local game shop, and I ran this sort of game for about 2 years, keeping new DMs in training the whole time. It was a lot of fun, and some of them became quite competent.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 4902042, member: 2093"] I don't know anything about Scales of War, but I have several times participated in RR games. Firstly, make a firm rule that the Dm's PC is never present during his dming sessions. Second, the way we ran the plot was that there was a single "homeworld" with many gates in it to other worlds. Adventures always took place in these other worlds. Each DM was responsible for one world. The adventure he/she ran could be homebrewed or a module, but had to be short enough to be completed in no more than 3 sessions. Sometimes this meant we had to forcibly cut things off, as when one newbie DM thought he could do all of Forge of Fury in 3 3-hour sessions... (NOT!). One DM was in charge of the homeworld (ME) and always co-dmed the home sessions, but then I sat back and let the other DM take over. This gave the campaign SOME continuity, and gave the beginner DM's some fallback if they got confused. It also gave me (the only experienced DM) a way to "fix" major mistakes (like artifact-level magic handed to 3rd level PCs). This may well be unnecessary if the rest of the DMs are more experienced than this group was. We played at the local game shop, and I ran this sort of game for about 2 years, keeping new DMs in training the whole time. It was a lot of fun, and some of them became quite competent. [/QUOTE]
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