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Round-Robin Campaign
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<blockquote data-quote="jmucchiello" data-source="post: 1901305" data-attributes="member: 813"><p>We run our normal campaign like this. We play weekly and no one can run a weekly game for long at our advanced stage of commitments <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> So we use to run three campaigns simultaneously, trading the DM chair every month or so. Well, our advanced age also affects our memories and we would constantly have problems with some saying "Why don't you X?" where X is some ability that player's character in a different game has. (And this didn't just happen during the change over weeks. Remembering an ability the player has two DMs ago would also happen.)</p><p></p><p>Anyway, once the group was moaning about this. I bowed out of the DMing loop, a second DM's game came to conclusion and we were left with one DM who was well aware he couldn't do it for more than a few months without burning out. So he asked we other two DMs to join him in making his current story arc more epic and taking control of parts of the story. Much of the early work involve characters seeking macguffins to help the war effort. (The epic story involves extradimensional invaders who have unified the evil humanoid races against the good. The invaders have a +8 LA and eventually their emperor-god will visit our fair faerun to kill off a god or two and declare himself our emperor.)</p><p></p><p>There are side tasks that allow us to put the war in the background so the characters can do their own thing. But once the war goes into high gear, the macguffin chase will continue in earnest until Lathander dies. (The invaders don't like the sun.) Then the game will turn nasty as the underdark no longer need be under.</p><p></p><p>In any case, the original DM is in charge of the war. The other DM is in charge of macguffins to make the party able to survive. And I am in charge of all of the external groups who might join the war on the invaders side. So far the Zhents have been contained, a group of demons are on the chopping block next. My next group should be the underdark forces. (Some of them don't want to be ruled by the invaders any more than the sureface dwellers and others see the invaders as comrades. Whom do you trust?)</p><p></p><p>Ultimately, a clear picture of where the campaign is going it needed (I think) to make this kind of multi-DM campaign work. Because we all know what the invaders are, one DM won't give out an item that makes the next DM's job impossible.</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 1901305, member: 813"] We run our normal campaign like this. We play weekly and no one can run a weekly game for long at our advanced stage of commitments :) So we use to run three campaigns simultaneously, trading the DM chair every month or so. Well, our advanced age also affects our memories and we would constantly have problems with some saying "Why don't you X?" where X is some ability that player's character in a different game has. (And this didn't just happen during the change over weeks. Remembering an ability the player has two DMs ago would also happen.) Anyway, once the group was moaning about this. I bowed out of the DMing loop, a second DM's game came to conclusion and we were left with one DM who was well aware he couldn't do it for more than a few months without burning out. So he asked we other two DMs to join him in making his current story arc more epic and taking control of parts of the story. Much of the early work involve characters seeking macguffins to help the war effort. (The epic story involves extradimensional invaders who have unified the evil humanoid races against the good. The invaders have a +8 LA and eventually their emperor-god will visit our fair faerun to kill off a god or two and declare himself our emperor.) There are side tasks that allow us to put the war in the background so the characters can do their own thing. But once the war goes into high gear, the macguffin chase will continue in earnest until Lathander dies. (The invaders don't like the sun.) Then the game will turn nasty as the underdark no longer need be under. In any case, the original DM is in charge of the war. The other DM is in charge of macguffins to make the party able to survive. And I am in charge of all of the external groups who might join the war on the invaders side. So far the Zhents have been contained, a group of demons are on the chopping block next. My next group should be the underdark forces. (Some of them don't want to be ruled by the invaders any more than the sureface dwellers and others see the invaders as comrades. Whom do you trust?) Ultimately, a clear picture of where the campaign is going it needed (I think) to make this kind of multi-DM campaign work. Because we all know what the invaders are, one DM won't give out an item that makes the next DM's job impossible. [/QUOTE]
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