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rotating DMs same group of characters...would it work?
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<blockquote data-quote="Orryn Emrys" data-source="post: 2628428" data-attributes="member: 6799"><p>My group ran a campaign in this manner just last year. We developed an episodic dimension-hopping D20 MODERN game in which we primarily rotated three GMs, with the occasional session with a guest GM from among the players. The rules were pretty simple. As our group's primary referee, I kind of managed the primary campaign themes and the three of us constantly discussed various aspects of the overall story's development.</p><p></p><p>We called the campaign RED SHIFT, which was a reference to the bizarre ruddy field which appeared as part of our dimension-hopping artifact's activation. The session were each treated as individual "episodes" of the game... we even went so far as to treat the game like a television show on our website, complete with episode reviews and previews, interviews with the "actors", and discussions with guest directors and the primary production team. We even divided the game into seasons, taking a couple months off after the first such period, complete with cliffhanger, to plan the second season. It had something of a <em>Sliders</em> feel, as the characters were transported (usually unwilling and with little warning... the artifact would start beeping at a growing pace to indicate the impending transport of its nearby travellers) at the end of each "episode" to yet another alternate Earth.</p><p></p><p>The three of us cleverly introduced and intertwined our plot devices. We each played a character who simply didn't arrive with the others during some transports... this mechanic even allowed us to run games normally if a player was unable to attend... they simply wouldn't appear. Occasionally, one of us would run a two-parter to provide a more elaborate story. Guest "directors" would, of course, be required to remain clear of the primary plot developments, leaving the "conspiracy" episodes to the primary production team. We saw many interesting settings in our quest to understand the artifact and force it to return us to our home... which actually happened at the end of the first season. The second season was all about travelling the myriad dimensions in search of ways to defend ourselves more effectively against some of the dimension-hopping aliens we encountered in season one... kind of an SG-1 feel.</p><p></p><p>It was clearly one of the coolest and most challenging games I've ever engineered. We stopped after season two, but the season closer was spectacular. We might one day get around to season three.</p></blockquote><p></p>
[QUOTE="Orryn Emrys, post: 2628428, member: 6799"] My group ran a campaign in this manner just last year. We developed an episodic dimension-hopping D20 MODERN game in which we primarily rotated three GMs, with the occasional session with a guest GM from among the players. The rules were pretty simple. As our group's primary referee, I kind of managed the primary campaign themes and the three of us constantly discussed various aspects of the overall story's development. We called the campaign RED SHIFT, which was a reference to the bizarre ruddy field which appeared as part of our dimension-hopping artifact's activation. The session were each treated as individual "episodes" of the game... we even went so far as to treat the game like a television show on our website, complete with episode reviews and previews, interviews with the "actors", and discussions with guest directors and the primary production team. We even divided the game into seasons, taking a couple months off after the first such period, complete with cliffhanger, to plan the second season. It had something of a [i]Sliders[/i] feel, as the characters were transported (usually unwilling and with little warning... the artifact would start beeping at a growing pace to indicate the impending transport of its nearby travellers) at the end of each "episode" to yet another alternate Earth. The three of us cleverly introduced and intertwined our plot devices. We each played a character who simply didn't arrive with the others during some transports... this mechanic even allowed us to run games normally if a player was unable to attend... they simply wouldn't appear. Occasionally, one of us would run a two-parter to provide a more elaborate story. Guest "directors" would, of course, be required to remain clear of the primary plot developments, leaving the "conspiracy" episodes to the primary production team. We saw many interesting settings in our quest to understand the artifact and force it to return us to our home... which actually happened at the end of the first season. The second season was all about travelling the myriad dimensions in search of ways to defend ourselves more effectively against some of the dimension-hopping aliens we encountered in season one... kind of an SG-1 feel. It was clearly one of the coolest and most challenging games I've ever engineered. We stopped after season two, but the season closer was spectacular. We might one day get around to season three. [/QUOTE]
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rotating DMs same group of characters...would it work?
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