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Multiple DMs - Any advice?
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<blockquote data-quote="S'mon" data-source="post: 4903533" data-attributes="member: 463"><p>I think some kind of overarching structure is necessary - an Adventure Path provides that. So would using a familiar published world, like Greyhawk or Forgotten Realms.</p><p></p><p>The shared hub + individual spokes approach works well, like the homeworld + gateworld approach given above.</p><p></p><p>Rapid rotation is best I think, like the 3 sessions per GM above.</p><p></p><p>More than 2 GMs I think is best; ideally everyone in the group. The reason is that GMs vary wildly in quality, and with just 2 GMs you will find players reluctant to play under the poorer GM for long, and pining for the better one. With 3+ GMs it becomes less of an issue.</p><p></p><p>Monty Haul GMing can be dealt with through various methods:</p><p></p><p>Run an adventure path, and agree to abide strictly by its loot.</p><p></p><p>A boss GM who removes overpowered stuff prior to the next adventure, like in the hub & spokes model.</p><p></p><p>Run a system like 3e or 4e with Wealth by Level/Standard Items by Level, and let players start each adventure with whatever items they want up to the limit. Reasons can be - much game-time has passed (say a year between adventures); or there is a fluid market in items (only for high magic setting), or the PCs work for an organisation that provides their gear - king's knights, church champions, city guard etc.</p></blockquote><p></p>
[QUOTE="S'mon, post: 4903533, member: 463"] I think some kind of overarching structure is necessary - an Adventure Path provides that. So would using a familiar published world, like Greyhawk or Forgotten Realms. The shared hub + individual spokes approach works well, like the homeworld + gateworld approach given above. Rapid rotation is best I think, like the 3 sessions per GM above. More than 2 GMs I think is best; ideally everyone in the group. The reason is that GMs vary wildly in quality, and with just 2 GMs you will find players reluctant to play under the poorer GM for long, and pining for the better one. With 3+ GMs it becomes less of an issue. Monty Haul GMing can be dealt with through various methods: Run an adventure path, and agree to abide strictly by its loot. A boss GM who removes overpowered stuff prior to the next adventure, like in the hub & spokes model. Run a system like 3e or 4e with Wealth by Level/Standard Items by Level, and let players start each adventure with whatever items they want up to the limit. Reasons can be - much game-time has passed (say a year between adventures); or there is a fluid market in items (only for high magic setting), or the PCs work for an organisation that provides their gear - king's knights, church champions, city guard etc. [/QUOTE]
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