TheAuldGrump
First Post
A multi GM campaign can borrow from televisionshows - have a story an rules 'bible' agreed to between the GMs.
The story bible has any things that either DM does or does not not want to have the other DM touch upon. (If there is going to be a Doppleganger replacement storyline by one DM he may or may not want the other GM to stick his finger in the pie wih more Doppleganger plots.)
Any magic items that might or might not be introduced to the group. (So if GM1 wants to have some means of flight available to the party then he can let GM2 know so that GM 2 can add it as a treasure during his run, while GM2 does not want any dimension door or teleportation type magic items available until after a certain cycle is finished.)
If both GM's agree that there should be a campaign climax then this is where it goes, so both GMs can have events leading up to the climax in their adventures.
If they are sneaky sorts then cluse for GM 1's adventures can be found in GM 2's adventures and vice versa.
While it can get complex a two GM approach can be a lot of fun - I did this with an Ars Magica (3rd ed.) game for several years.
The Auld Grump
The story bible has any things that either DM does or does not not want to have the other DM touch upon. (If there is going to be a Doppleganger replacement storyline by one DM he may or may not want the other GM to stick his finger in the pie wih more Doppleganger plots.)
Any magic items that might or might not be introduced to the group. (So if GM1 wants to have some means of flight available to the party then he can let GM2 know so that GM 2 can add it as a treasure during his run, while GM2 does not want any dimension door or teleportation type magic items available until after a certain cycle is finished.)
If both GM's agree that there should be a campaign climax then this is where it goes, so both GMs can have events leading up to the climax in their adventures.
If they are sneaky sorts then cluse for GM 1's adventures can be found in GM 2's adventures and vice versa.
While it can get complex a two GM approach can be a lot of fun - I did this with an Ars Magica (3rd ed.) game for several years.
The Auld Grump