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<blockquote data-quote="Greenfield" data-source="post: 6297478" data-attributes="member: 6669384"><p>A little mind-fodder regarding Round Robin campaigns...</p><p></p><p>Each player writes up their character, *AND* the city or country they come from.</p><p></p><p>When it's my turn to DM, the adventure finds itself leading to my lands, for whatever reason. My character goes into hiding, or off to visit family, or whatever, and is an NPC while I DM.</p><p></p><p>I'm free to do whatever I like to my character's home territory. I can kill the King, turn the place into a pool of molten lava, and/or screw with the territory as I see fit. Because nobody else runs games there, nothing I do can screw up the plans of other player/DMs as they get their adventures ready.</p><p></p><p>We might get permission from another player/DM to include/involve key people or places from their lands, but as a general rule we don't</p><p></p><p>Unclaimed areas of the map are open for use and abuse by anyone.</p><p></p><p>When the group finishes my story arc, the clues/trail/adventure leads them to another DM's land. My character rejoins the party, usually with a bit of a tale to tell of what he/she did while out in the cold hard world alone. In short, my character did <em>something</em> on their summer vacation that earned them EXP and treasure similar to what the party earned. That way DMing isn't an advancement penalty.</p><p></p><p>So, with this thought in mind, having everyone part of the same guild, or from the same home town, or the same anyplace doesn't work very well.</p><p></p><p>As for the setting: We establish our house rules, in terms of books allowed, and perhaps some adjustments to some spells. We agree on the over all quest, the goal we're working together to achieve. This may give a framework for the game world itself, it may not. The fine details of the world are a collaboration, the sum of all its parts, with the parts being designed by the players.</p><p></p><p>Our "Lost Secrets" campaign, for example, had the odd interpersonal dynamic that the PCs were not traveling together because we were such good friends. We were representatives of our various lands, sent by some authority figure or group to participate in the great quest to rediscover the secrets of the ancients. Many of those lands had histories of mistrust or out and out warfare with each other. We were sent, not because we liked and trusted each other, but because we didn't. The Paladin from Teveron and the Wizard from the Windward Isles were natural enemies. Each was there to make sure any secrets learned would be shared equally, and not hoarded by the other. Whichever nation learned how to make flying ships or magic swords would have a huge military advantage over the other. Unless, both got equal access to the knowledge. Failure to share could lead to war.</p><p></p><p>It made for a very different style of game.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6297478, member: 6669384"] A little mind-fodder regarding Round Robin campaigns... Each player writes up their character, *AND* the city or country they come from. When it's my turn to DM, the adventure finds itself leading to my lands, for whatever reason. My character goes into hiding, or off to visit family, or whatever, and is an NPC while I DM. I'm free to do whatever I like to my character's home territory. I can kill the King, turn the place into a pool of molten lava, and/or screw with the territory as I see fit. Because nobody else runs games there, nothing I do can screw up the plans of other player/DMs as they get their adventures ready. We might get permission from another player/DM to include/involve key people or places from their lands, but as a general rule we don't Unclaimed areas of the map are open for use and abuse by anyone. When the group finishes my story arc, the clues/trail/adventure leads them to another DM's land. My character rejoins the party, usually with a bit of a tale to tell of what he/she did while out in the cold hard world alone. In short, my character did [I]something[/I] on their summer vacation that earned them EXP and treasure similar to what the party earned. That way DMing isn't an advancement penalty. So, with this thought in mind, having everyone part of the same guild, or from the same home town, or the same anyplace doesn't work very well. As for the setting: We establish our house rules, in terms of books allowed, and perhaps some adjustments to some spells. We agree on the over all quest, the goal we're working together to achieve. This may give a framework for the game world itself, it may not. The fine details of the world are a collaboration, the sum of all its parts, with the parts being designed by the players. Our "Lost Secrets" campaign, for example, had the odd interpersonal dynamic that the PCs were not traveling together because we were such good friends. We were representatives of our various lands, sent by some authority figure or group to participate in the great quest to rediscover the secrets of the ancients. Many of those lands had histories of mistrust or out and out warfare with each other. We were sent, not because we liked and trusted each other, but because we didn't. The Paladin from Teveron and the Wizard from the Windward Isles were natural enemies. Each was there to make sure any secrets learned would be shared equally, and not hoarded by the other. Whichever nation learned how to make flying ships or magic swords would have a huge military advantage over the other. Unless, both got equal access to the knowledge. Failure to share could lead to war. It made for a very different style of game. [/QUOTE]
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