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<blockquote data-quote="Storyteller01" data-source="post: 2399022" data-attributes="member: 20931"><p>We ran this style of game for a few years. We were in the military, so we had nothing but time. <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><p></p><p>We ran it a bit differently though. First, no one had any long term plans. Couldn't plan beyond two or three adventures (although we tried our hardest). </p><p>All we had character concepts. I consider myself lucky to have met a group that stuck with them.</p><p></p><p>Second, although you could play your character while GM'ing, you couldn't show favoritism. It gave the GM a means of nudging the group in the right direction. This usually worked as a disadvantage to begin with. We ave extra exp for creativity, unusual solutions, comedy, etc. Can't be creative if you alrteady know all the answers. <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><p></p><p>don't include another players character if they aren't there (learned this the hard way).</p><p></p><p>Don't use another DM's BBEG. NPC's were another story though. Players used their contacts regardless as to who was GMing at the time.</p><p></p><p>Let a DM finish their story before you begin yours.</p><p></p><p>If something comes up that another DM started, let them give some advice as to how to handle it before you make a rulling. If they aren't there, make a judgement call. You can sort it out later.</p><p></p><p>Be flexible. Another DM or player may add something unexpected during your 'off time'. Find a way to use it to your advantage.</p><p></p><p>Example: I accidentally used 'Find Familiar' on a critter that a previous DM hid within the party (it was the closest creature). It was a living critter that looked like a dagger at rest. He intended to use it to slowly attack the party [horror idea]. He had more fun with my character this way this way... I had just made a familiar of a critter that required living sentient blood to survive. Not fun.</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 2399022, member: 20931"] We ran this style of game for a few years. We were in the military, so we had nothing but time. :). We ran it a bit differently though. First, no one had any long term plans. Couldn't plan beyond two or three adventures (although we tried our hardest). All we had character concepts. I consider myself lucky to have met a group that stuck with them. Second, although you could play your character while GM'ing, you couldn't show favoritism. It gave the GM a means of nudging the group in the right direction. This usually worked as a disadvantage to begin with. We ave extra exp for creativity, unusual solutions, comedy, etc. Can't be creative if you alrteady know all the answers. :) don't include another players character if they aren't there (learned this the hard way). Don't use another DM's BBEG. NPC's were another story though. Players used their contacts regardless as to who was GMing at the time. Let a DM finish their story before you begin yours. If something comes up that another DM started, let them give some advice as to how to handle it before you make a rulling. If they aren't there, make a judgement call. You can sort it out later. Be flexible. Another DM or player may add something unexpected during your 'off time'. Find a way to use it to your advantage. Example: I accidentally used 'Find Familiar' on a critter that a previous DM hid within the party (it was the closest creature). It was a living critter that looked like a dagger at rest. He intended to use it to slowly attack the party [horror idea]. He had more fun with my character this way this way... I had just made a familiar of a critter that required living sentient blood to survive. Not fun. [/QUOTE]
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