Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Question for groups who rotate DM's
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Greenfield" data-source="post: 5737001" data-attributes="member: 6669384"><p>My table currently has six people at it, five of whom DM in rotation. Our normal complement is eight, but we lost a couple to the vagueries of life. When we had eight, seven of us DMd. (We have one player, a very nice lady, who just doesn't like to DM. It isn't her thing.)</p><p></p><p>Our format is that we lay out a long term campaign goal, the McGuffin of the world, if you will. Each player makes up their character, and the part of the world they come from. This is the part that they run as a DM.</p><p></p><p>Unclaimed areas exist, of course, and are free for anyone to mess with, but it would be bad form for one DM to destroy a town of kill off a major NPC that some other DM had long term plans for.</p><p></p><p>In laying out our world this way, we also agree on the house rules. The person who comes up with the campaign concept usually proposes those rules, but everybody gets to add their input, and it's all agreed upon before the game begins.</p><p></p><p>When any one person has the DM's chair, they get to decide on how Rule Zero is applied. As a safety net, however, at the end of a DM's story arc the rest of the group may choose to vote that it simply never happened. It was a dream. We've only had to do that twice in the last 15 years or so, but it's there just in case.</p><p></p><p>One player (new to the group) decided that in his land there were robots, laser rifles, and a Death Star floating over the major city. His land was also so remote that it took over a year to get there from anyplace else, across a wide, nearly impassible desert. And no, Teleport and the like was impossible into or out of his realm.</p><p></p><p>We cast a group Dispel BS on that one preemptively. The player didn't stick around long after that. It turns out he was trying to terminate the campaign before it got started so we'd play something else.</p><p></p><p>Our common house rules are:</p><p></p><p>Casters get ability bonus to zero levels spell slots to equal their 1st level bonus.</p><p></p><p>Characters die when their hit points reach the negative of their CON, instead of always at -10.</p><p></p><p>Cure spells don't always use D8. Instead they use the hit dice size of the target creature.</p><p></p><p>We often nerf Teleport and Greater Teleport, because we prefer not to have overland encounters removed from the game at higher levels.</p><p></p><p>In our last two campaigns, Raise Dead and it's bigger brothers were removed from the game. Instead, to raise someone you had to go to "The Land of the Dead", find their spirit and return to the mortal world. Shadow Walk and Plane Shift work for this, and it makes bringing someone back an adventure in and of itself.</p><p></p><p>Currently we're experimenting with an alternative progression for iterative attacks. Instead of happening every 5 BAB ranks, extra attacks occur every 4 BAB, with a -4 cumulative penalty instead of the usual -5. The idea was to give a subtle bump to combat classes, to help counter the power runaway of the spell casters as levels progress. It seems to be working out pretty well, with essentially no entangling complications. (i.e. it doesn't seem to be breaking anything.)</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5737001, member: 6669384"] My table currently has six people at it, five of whom DM in rotation. Our normal complement is eight, but we lost a couple to the vagueries of life. When we had eight, seven of us DMd. (We have one player, a very nice lady, who just doesn't like to DM. It isn't her thing.) Our format is that we lay out a long term campaign goal, the McGuffin of the world, if you will. Each player makes up their character, and the part of the world they come from. This is the part that they run as a DM. Unclaimed areas exist, of course, and are free for anyone to mess with, but it would be bad form for one DM to destroy a town of kill off a major NPC that some other DM had long term plans for. In laying out our world this way, we also agree on the house rules. The person who comes up with the campaign concept usually proposes those rules, but everybody gets to add their input, and it's all agreed upon before the game begins. When any one person has the DM's chair, they get to decide on how Rule Zero is applied. As a safety net, however, at the end of a DM's story arc the rest of the group may choose to vote that it simply never happened. It was a dream. We've only had to do that twice in the last 15 years or so, but it's there just in case. One player (new to the group) decided that in his land there were robots, laser rifles, and a Death Star floating over the major city. His land was also so remote that it took over a year to get there from anyplace else, across a wide, nearly impassible desert. And no, Teleport and the like was impossible into or out of his realm. We cast a group Dispel BS on that one preemptively. The player didn't stick around long after that. It turns out he was trying to terminate the campaign before it got started so we'd play something else. Our common house rules are: Casters get ability bonus to zero levels spell slots to equal their 1st level bonus. Characters die when their hit points reach the negative of their CON, instead of always at -10. Cure spells don't always use D8. Instead they use the hit dice size of the target creature. We often nerf Teleport and Greater Teleport, because we prefer not to have overland encounters removed from the game at higher levels. In our last two campaigns, Raise Dead and it's bigger brothers were removed from the game. Instead, to raise someone you had to go to "The Land of the Dead", find their spirit and return to the mortal world. Shadow Walk and Plane Shift work for this, and it makes bringing someone back an adventure in and of itself. Currently we're experimenting with an alternative progression for iterative attacks. Instead of happening every 5 BAB ranks, extra attacks occur every 4 BAB, with a -4 cumulative penalty instead of the usual -5. The idea was to give a subtle bump to combat classes, to help counter the power runaway of the spell casters as levels progress. It seems to be working out pretty well, with essentially no entangling complications. (i.e. it doesn't seem to be breaking anything.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Question for groups who rotate DM's
Top