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<blockquote data-quote="Ankh-Morpork Guard" data-source="post: 1901903" data-attributes="member: 10079"><p>My Story Hour actually details a very long running Star Wars game that was run as a round robin campaign.</p><p></p><p>There were four players, and three of us would rotate GMs every session. The interesting part was that there was one overall plot, but it wasn't planned out. Each week, the GM would move the events along as they saw fit, building on the last session. New NPCs and such would drop in, and the next GM would run with it. It became a bit of an unsaid rule that you don't kill another GMs NPC unless they say its alright. NPCs would die, but everytime it occurred(not counting random dice rolls, of course), it was in the hands of their creator. </p><p></p><p>We also kept the group of PCs together the entire time, too. Generally, no one would sit out(barring characters injuries, resting, etc). The GM would run their own character as a pseudeo NPC, and I think from that I've never understood the whole problem with 'pet' NPCs, as we never had that. In fact, we were arguably crueler to our of PCs than we were to the others.</p><p></p><p>The best part about all of it was that you never really knew where it was going to go. This was extremely refreshing and fun, because new things always just got pulled out of the hat. You can even tell from the Story Hour(based on our notes, which we kept very detailed ones) who was GMing at the time. Not as much which PC is focused on, but through the style of the game and the mood. It changed weekly, and not knowing where it would go next was just great. We also would get together and decide who got to 'kill' the current BBEG.</p><p></p><p>When a new BBEG was introduced, it was just up to whoever got to it next. There was a large amount of roleplaying involved, so we would have long periods of relative nothing between adventures. I think it does require a certain type of person to work correctly. We all loved our characters, and became extremely attached to them(heck, my own character is essentially me with a few Star Warsy touches to him), but had the ability to allow everyone the spotlight and focused on the story at hand, whatever it might be.</p><p></p><p>The game is still going, but now there are only two of us. I'm hoping to drag in a third, but I believe its going to be like this for a while now. Not that its any less enjoyable, of course. <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=":)" /></p></blockquote><p></p>
[QUOTE="Ankh-Morpork Guard, post: 1901903, member: 10079"] My Story Hour actually details a very long running Star Wars game that was run as a round robin campaign. There were four players, and three of us would rotate GMs every session. The interesting part was that there was one overall plot, but it wasn't planned out. Each week, the GM would move the events along as they saw fit, building on the last session. New NPCs and such would drop in, and the next GM would run with it. It became a bit of an unsaid rule that you don't kill another GMs NPC unless they say its alright. NPCs would die, but everytime it occurred(not counting random dice rolls, of course), it was in the hands of their creator. We also kept the group of PCs together the entire time, too. Generally, no one would sit out(barring characters injuries, resting, etc). The GM would run their own character as a pseudeo NPC, and I think from that I've never understood the whole problem with 'pet' NPCs, as we never had that. In fact, we were arguably crueler to our of PCs than we were to the others. The best part about all of it was that you never really knew where it was going to go. This was extremely refreshing and fun, because new things always just got pulled out of the hat. You can even tell from the Story Hour(based on our notes, which we kept very detailed ones) who was GMing at the time. Not as much which PC is focused on, but through the style of the game and the mood. It changed weekly, and not knowing where it would go next was just great. We also would get together and decide who got to 'kill' the current BBEG. When a new BBEG was introduced, it was just up to whoever got to it next. There was a large amount of roleplaying involved, so we would have long periods of relative nothing between adventures. I think it does require a certain type of person to work correctly. We all loved our characters, and became extremely attached to them(heck, my own character is essentially me with a few Star Warsy touches to him), but had the ability to allow everyone the spotlight and focused on the story at hand, whatever it might be. The game is still going, but now there are only two of us. I'm hoping to drag in a third, but I believe its going to be like this for a while now. Not that its any less enjoyable, of course. :) [/QUOTE]
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