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<blockquote data-quote="am181d" data-source="post: 5737750" data-attributes="member: 3576"><p>I ran a game for a number of years called "Generation of Heroes." Each adventure took place a year after the last and the heroes went up a level between each adventure. Most adventures ran 2-3 sessions. I ran adventures 1, 5, 10, 15, and 20, and the rest of the players divided up the other adventures. (I also ran a few "side treks" between adventures that helped flesh things out.)</p><p></p><p>There were 8 of us who played through at least one adventure. Everybody who played through the entire thing (5 of us) ran at least one adventure. </p><p></p><p>I established the world, provided some broad restrictions on what they could or couldn't do, and placed certain NPCs on a "banned/restricted" list. But otherwise folks were able to create new locations, new villains, new sub-plots, etc. The rest of us would then work to wrap those new elements into the larger story.</p><p></p><p>(One of the other players ran the d20 module "NeMoren's Vault," which wound up being pretty crucial to the way everything shook out in Year 20.)</p><p></p><p>Generally, whoever was running the game had latitude to rule as they saw fit. This was during a period when we were big on "mini-systems," so if someone wanted to introduce a bunch of one-off rules for a particular situation, they were welcome to.</p><p></p><p>(A mini-system is a set of idiosyncratic rules that cover a particular situation, generally a set piece in an adventure, such as hang gliding over an oncoming army, running through the desert on stilts or dueling on the back of a flying dragon. We did a lot of crazy stuff in that campaign...)</p><p></p><p>Occasionally, one of the less experience DMs would make a mistake. Either put us up against an enemy whose CR is WAY too high or not account for a core class ability, etc. In those cases we gently encouraged the current DM to improvise and/or stick to the raw as appropriate. In a couple of cases they were first time DMs, so they generally appreciated the feedback. We didn't run into this problem with the more experienced DMs. (Or maybe we just trusted them more to make everything work in the end?)</p><p></p><p>When we were running games, we'd sometimes run our own characters and sometimes not, generally based on preference and where folks were in the world. (If we didn't run our own characters they were just off somewhere else doing something else.) Everybody got a set amount of gold for buying treasure between levels, so treasure IN ADVENTURE was deprioritized. </p><p></p><p>I think DM's characters actually died MORE often that other folks, because we tended to be sympathetic to the other players and more likely to kill our own characters to show off what a badass our villains were. My character died fairly early on fighting a clockwork version of himself, well before we had access to resurrection magic, and had to be reincarnated as a bear, which lead to YEARS of mockery.</p><p></p><p>In summary: It was one of the highlights of my gaming experience, and I certainly recommend it to everyone. It definitely helps to have one person "anchor" the game, to establish a tone and a framework. But it's also good to stay flexible. Building off of what others have done is one of the real joys of this format. Find ways to provide support for the less experienced DMs and give the really good DMs as much latitude as possible. </p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="am181d, post: 5737750, member: 3576"] I ran a game for a number of years called "Generation of Heroes." Each adventure took place a year after the last and the heroes went up a level between each adventure. Most adventures ran 2-3 sessions. I ran adventures 1, 5, 10, 15, and 20, and the rest of the players divided up the other adventures. (I also ran a few "side treks" between adventures that helped flesh things out.) There were 8 of us who played through at least one adventure. Everybody who played through the entire thing (5 of us) ran at least one adventure. I established the world, provided some broad restrictions on what they could or couldn't do, and placed certain NPCs on a "banned/restricted" list. But otherwise folks were able to create new locations, new villains, new sub-plots, etc. The rest of us would then work to wrap those new elements into the larger story. (One of the other players ran the d20 module "NeMoren's Vault," which wound up being pretty crucial to the way everything shook out in Year 20.) Generally, whoever was running the game had latitude to rule as they saw fit. This was during a period when we were big on "mini-systems," so if someone wanted to introduce a bunch of one-off rules for a particular situation, they were welcome to. (A mini-system is a set of idiosyncratic rules that cover a particular situation, generally a set piece in an adventure, such as hang gliding over an oncoming army, running through the desert on stilts or dueling on the back of a flying dragon. We did a lot of crazy stuff in that campaign...) Occasionally, one of the less experience DMs would make a mistake. Either put us up against an enemy whose CR is WAY too high or not account for a core class ability, etc. In those cases we gently encouraged the current DM to improvise and/or stick to the raw as appropriate. In a couple of cases they were first time DMs, so they generally appreciated the feedback. We didn't run into this problem with the more experienced DMs. (Or maybe we just trusted them more to make everything work in the end?) When we were running games, we'd sometimes run our own characters and sometimes not, generally based on preference and where folks were in the world. (If we didn't run our own characters they were just off somewhere else doing something else.) Everybody got a set amount of gold for buying treasure between levels, so treasure IN ADVENTURE was deprioritized. I think DM's characters actually died MORE often that other folks, because we tended to be sympathetic to the other players and more likely to kill our own characters to show off what a badass our villains were. My character died fairly early on fighting a clockwork version of himself, well before we had access to resurrection magic, and had to be reincarnated as a bear, which lead to YEARS of mockery. In summary: It was one of the highlights of my gaming experience, and I certainly recommend it to everyone. It definitely helps to have one person "anchor" the game, to establish a tone and a framework. But it's also good to stay flexible. Building off of what others have done is one of the real joys of this format. Find ways to provide support for the less experienced DMs and give the really good DMs as much latitude as possible. Good luck! [/QUOTE]
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