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Rotating DMs?
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<blockquote data-quote="schnee" data-source="post: 7536865" data-attributes="member: 16728"><p>I tried that with two other DMs, and it crashed and burned.</p><p></p><p>First, the play style implies that the players will drive the narrative by what they want to do, and that's actually quite rare. They didn't want to drive a series of expeditions, they wanted to be swept along in an over-arching plot that presented with meaningful choices, and the idea of them going after 'adventure seeds' lost steam after 4-5 sessions, even when they are related to a larger plot.</p><p></p><p>Second, we all agreed to be collaborative, and each DM would take turns 'painting in' the world lore via their adventures, like a team working together on a big mural. But, one of the DMs was extremely collaborative, and the other one thought they could hang that at the very start but then proceeded to do their own thing entirely, even retroactively rewriting things the other DMs were proud of without really understanding it was a problem. So, that DM left to run their own campaign, and it ended up splintering the gaming group. (Not bitter, I still play in their game, and they play in mine.) </p><p></p><p>I think it's a lot like the way quirky things from Gary's game, like Paladins having strict RP rules to control overwhelmingly powerful mechanics, didn't survive encounters with the rest of the world. Those things arose from within a certain set of circumstances - a game store with a central meeting place that was big enough to support a huge group, a critical mass of self-motivated players, and a large enough core of players with extensive wargaming experience that served to 'mentor' the new players in the culture it took to make it work. You're not going to have that with 8-10 people that know each other through work that play 'every 3-4 weeks, when they can spend time away from the kids'.</p><p></p><p>Tread carefully.</p></blockquote><p></p>
[QUOTE="schnee, post: 7536865, member: 16728"] I tried that with two other DMs, and it crashed and burned. First, the play style implies that the players will drive the narrative by what they want to do, and that's actually quite rare. They didn't want to drive a series of expeditions, they wanted to be swept along in an over-arching plot that presented with meaningful choices, and the idea of them going after 'adventure seeds' lost steam after 4-5 sessions, even when they are related to a larger plot. Second, we all agreed to be collaborative, and each DM would take turns 'painting in' the world lore via their adventures, like a team working together on a big mural. But, one of the DMs was extremely collaborative, and the other one thought they could hang that at the very start but then proceeded to do their own thing entirely, even retroactively rewriting things the other DMs were proud of without really understanding it was a problem. So, that DM left to run their own campaign, and it ended up splintering the gaming group. (Not bitter, I still play in their game, and they play in mine.) I think it's a lot like the way quirky things from Gary's game, like Paladins having strict RP rules to control overwhelmingly powerful mechanics, didn't survive encounters with the rest of the world. Those things arose from within a certain set of circumstances - a game store with a central meeting place that was big enough to support a huge group, a critical mass of self-motivated players, and a large enough core of players with extensive wargaming experience that served to 'mentor' the new players in the culture it took to make it work. You're not going to have that with 8-10 people that know each other through work that play 'every 3-4 weeks, when they can spend time away from the kids'. Tread carefully. [/QUOTE]
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