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<blockquote data-quote="Jhaelen" data-source="post: 6516060" data-attributes="member: 46713"><p>Our current Dark Sun 4e game is run by a team of DMs and it's worked very well for everyone involved.</p><p>For the DMs the work load is shared, they inspire each other and imrove upon each others designs, and their DM styles actually complement each other (story vs. sandbox).</p><p>For the players this means we get to play more often, adventures are more varied, and the overarching campaign is full of cool ideas and twists.</p><p></p><p>For the finale of the heroic tier we played in two teams with each DM guiding one team through a set of encounters in parallel, culminating in a grand joined set-piece battle: One team prevented Tithian from becoming a sorcerer king while another team foiled plans to bring back Kalak during an arena tournament held in remembrance of Rikus' death (which our group had caused by releasing a kind of guardian demon when we accidentally dug into Kalak's ziggurat from Undertyr...).</p><p></p><p>Having two DMs is also nice whenever one or several players choose to undertake a side-mission, because they can be taken aside (or into an adjacent room) by the Co-DM until they're ready to rejoin the rest of the group.</p><p></p><p>About the only disadvantage I've noticed is a short period of adjustment required between adventures when DMs switch roles (the 'inactive' DM actually joins the player with his own PC). There is often some confusion whom to address, especially when dealing with the aftermath of the previous adventure.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6516060, member: 46713"] Our current Dark Sun 4e game is run by a team of DMs and it's worked very well for everyone involved. For the DMs the work load is shared, they inspire each other and imrove upon each others designs, and their DM styles actually complement each other (story vs. sandbox). For the players this means we get to play more often, adventures are more varied, and the overarching campaign is full of cool ideas and twists. For the finale of the heroic tier we played in two teams with each DM guiding one team through a set of encounters in parallel, culminating in a grand joined set-piece battle: One team prevented Tithian from becoming a sorcerer king while another team foiled plans to bring back Kalak during an arena tournament held in remembrance of Rikus' death (which our group had caused by releasing a kind of guardian demon when we accidentally dug into Kalak's ziggurat from Undertyr...). Having two DMs is also nice whenever one or several players choose to undertake a side-mission, because they can be taken aside (or into an adjacent room) by the Co-DM until they're ready to rejoin the rest of the group. About the only disadvantage I've noticed is a short period of adjustment required between adventures when DMs switch roles (the 'inactive' DM actually joins the player with his own PC). There is often some confusion whom to address, especially when dealing with the aftermath of the previous adventure. [/QUOTE]
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