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<blockquote data-quote="The Grackle" data-source="post: 1897096" data-attributes="member: 23976"><p>I played a rotating GMs campaign for a about a year. It worked out ok, but not great. There were ALOT of loose threads, b/c every new GM would ignore the parts of the prior week's game that didn't interest him, so it was hard to keep a coherent storyline going. There was a constant parade of new NPCs and new settings as everybody wrote new adventures. Our group had some very different personalities in it, and that's the real reason it didn't work out for us.</p><p></p><p>I recommend doing very episodic adventures, at the end of which the party returns back to home base. Instead of splitting it up by week have each adventure last as long as needs to. Our problem was that no one could plan in advance, b/c we'd have no idea where the party would be at the end of the session. All your ideas could get scrapped if the party ends up getting on a boat and heading to another continent.</p></blockquote><p></p>
[QUOTE="The Grackle, post: 1897096, member: 23976"] I played a rotating GMs campaign for a about a year. It worked out ok, but not great. There were ALOT of loose threads, b/c every new GM would ignore the parts of the prior week's game that didn't interest him, so it was hard to keep a coherent storyline going. There was a constant parade of new NPCs and new settings as everybody wrote new adventures. Our group had some very different personalities in it, and that's the real reason it didn't work out for us. I recommend doing very episodic adventures, at the end of which the party returns back to home base. Instead of splitting it up by week have each adventure last as long as needs to. Our problem was that no one could plan in advance, b/c we'd have no idea where the party would be at the end of the session. All your ideas could get scrapped if the party ends up getting on a boat and heading to another continent. [/QUOTE]
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