Round robin gaming group -- almost a reality!

Eric-

I'm trying to get the same thing going. Have two others beside myself, so just need two more. The only snag is one of the guys wants to keep the chars, where I want to run with brand new shiny ones each month.
 

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How do you mean "keep the characters?" Do you mean he wants to keep playing the same PCs over and over? If so, you can compromise- let anyone who wants to play the same PC do so, but allow anyone who wants to change PCs to do so as well. As long as the PCs are compatible in conception and level, there won't be a problem.

In a sense, think of the party like real life- nobody does EVERYTHING with the same group of people. I play volleyball with one group, RPGs with another, poker with still others, and so forth.

Consider one potential way of doing things- if that player were particularly attached to a thief PC, you could ask everyone to design a PC that is a member of the same Guild and run a Guild adventure. The next time, the same thief could be on a dungeon crawl with his adventuring buddies (this is how that PC makes the bulk of his income). After that, perhaps he's on his way to visit relatives and has an adventure with people he meets along the way (Wizard of Oz/Caravan model). When he gets to town, he gets shanghaid and winds up in the Aggresitopian Navy as an impressed oarsman who wants to regain his freedom. He leads a mutiny, only to wind up shipwrecked on a dangerous isle...

In a sense, that guy's PC becomes the "Main Character" of the storyline, the campaign is his story...but the others may have many return roles. And that model can be expanded to X PCs, where X = number of players who insist upon playing the same PCs each time. And anyone at any time may switch PCs!
 


Hi! Glad to hear it's working. I'm in a group that plays like this and I think it's great... Although, I'd be missing something if I didn't also play in a longer term campaign.

Star Wars Ewok butchery! Cool.

Our current mini campaign is a Star Wars redemption game. PCs are a Dark side mercenary group... Unfortunately we get to fight weirdos with (semi) tame Rancors. I'd far rather go after the little furry teddy guys. :(


Anyway, enough rambling, back to the point:

I've been finding that having a strong theme to the PCs really helped get things started. Something like the players are all part of the same merc group, church, family or whatever.

How do you guys handle the introduction to each new game?
 

This has some similarities to what my pnp group does, as we've got several of us that GM and have played different games with one of us as GM, I have been running a D&D3.11 for workgroups campaign in the Wilderlands setting, one of the others has run Conan RPG and the third has run CoC BRP version.
 

You could always try out my round robin GM'ing rules for a true round-robin one-shot. This is a game in which you swap GM's in the middle of play. And it's all adlib.


WHAT IS ROUND ROBIN GM’ING?
Round Robin GM’ing involves a rotation of GMs whereby each successive GM picks up from where the last GM left off. Everyone at the table takes turn GM’ing, and when they GM, the character that they were playing becomes an NPC for the duration of their GM’ing window.
THE RULES
1. Feel free to alter any of this. If you disagree with the rules, or have a better idea, feel free to share it. This game is democratic, so what the majority wants, they get (whether they like it or not!)
2. To start, roll a number of agreed-upon d6s to determine character level. That is, before starting, everyone should agree upon a level range. If people are not comfortable running high level PCs, then 3d6 (or gasp, 4d6) should not be used. If the majority prefers low level PCs, then 1d6 should be used. 2d6 is common. To roll, simply select one person to roll, and that person rolls 2d6 openly. The result is the level by which everyone will make a character. For example, if the person rolls a 3 and a 2, everyone will make a 5th level character. Another factor in rolling for level is the amount of time it takes to create high level characters. Given that time is not infinite, rolling random 18th level characters for a one-shot game is not recommended. Alternatively, everyone can simply agree on a level, and skip the dice rolling process altogether.
3. Once the level is chosen, everyone should make a character of the given level. Establish some ground rules here. Sticking to the core rules is generally common. Only add additional rules if everyone is familiar with those rules. That is, if someone is playing a fiendish wendigo from the isle of Gamlut with levels of arcane bender, helmet haired strangulator, and pocket protector classes, all the other GMs will need to be familiar (and comfortable) with what all this character is capable of. Because this seems unlikely, sticking to the core rules (PHB, DMG, MM) are highly recommended. Furthermore, sticking with the core PHB races is also advisable, unless everyone agrees that they want to play demihuman races, for example. Discuss openly the options, and proceed on an agreed-upon direction. During character creation, players can choose to discuss what they are making, or not! During game play, it is perfectly legitimate for GMs to create brand new creatures or spells, or whatever. Other GMs are simply required to interpret said inclusions to the best of their ability!
4. During the character creation process, it is acceptable to discuss *where* the game might take place. Since not everyone is comfortable running games set in ancient Babylonia. Establish a common framework for which you will adventure in. Standard fantasy genres are typical. Dungeon crawls can be interesting and fun, as well as city-based games, although smaller villages or homlets are typically easier to manage.
5. Once everyone makes a character, everyone rolls a single, unmodified d10. This is player initiative. The lowest roll loses and has to start the game. Whoever loses this initiative has 5 minutes to formulate a game idea. It’s possible that someone already has an idea, and can request to start the game. If this is acceptable to everyone, then the d10 method of random GM selection can be skipped.
6. While the new GM is preparing, select someone in the group as the timekeeper. The timekeeper monitors the time. If anyone is not GM’ing in the rotation (see below) they should be the timekeeper. Obviously, the timekeeper needs a method to track time via a watch, clock, or some other method. When 15 minutes have passed, the timekeeper should inform the current GM that they can now pass. When 30 minutes are up, the timekeeper should inform the GM that they must pass to the next GM.
7. Once the first GM is ready, begin the game. GMs are required to run for at least 15 minutes. GMs can not run for more than 30 minutes. Furthermore, GMs can elect to pass at any point in between 15 minutes and 30 minutes. Even in the middle of combat.
8. When a rotation occurs, the GM initiating the rotating should turn over any applicable notes to the new GM regarding combat encounters, such as current hit points of monsters, etc. Since monsters are sometimes created on the fly during round robin games, statistics are not required to be passed.
9. Proceed in a clockwise fashion from the starting GM rotating from person to person. When a person becomes the GM, his PC becomes an NPC, and he controls the actions of his PC in this regard. Alternatively, a GM can elect to have a nearby player run his character for the duration of his GM’ing window. This is optional. The game ends when time is up, you’ve completed a satisfactory number of GM rotations (you will know), everyone gets sick of the game, or the sun goes supernova and everyone dies. The final GM should do their best to wrap up the game in a tidy fashion. The definition of “tidy” being left open to interpretation. GMs should be impartial to their PC when their PC becomes an NPC.
10. Lastly, maintain verisimilitude. That is, keep the game flowing in a logical fashion. If GM A passes to GM B, GM B can’t suddenly decide that the party is whisked away to Eternia to battle Skeletor and his evil minions. Keep it consistent.


TIPS, AND MISCELLANY
• If there are players present, who are not comfortable GM’ing, they can play only. Skip them in the normal rotation.
• Create a “macguffin” and a “BBEG”. A macguffin is a term coined by Alfred Hitchcock, and it is simply a device, or tool, or key to the plot. This can be anything from an actual key, or a mysterious magic item that the party finds. It can be used to drive the plot. With it, other GMs can latch on to it, and build on it. A BBEG is a “big bad evil guy”. This is a villain that other GMs can use to drive the plot as well. Any good plot needs a macguffin or a BBEG. Introducing them early can create an interesting game.
• Passing at awkward moments can be really fun. Feel free to abuse the “pass” privilege when you are within your pass window. “You open the ancient tome of Durgen’tor and after the dust settles you see some words written on it… – pass!”
• Feel free to abuse others for ideas. Just because you might be playing at the moment doesn’t mean you aren’t off the hook creatively!
 

EricNoah said:
Maybe instead of a pool of characters it might be a pool of incorporeal beings who then travel to different worlds, possess some heroes, and have adventures. But that may be a bit of a stretch for no real reason.
They're all members of the Great Race of Yith (see The Shadow Out of Time by H. P. Lovecraft). That's exactly what the Yithians do: project themselves through space and time, possess someone, learn about their world for several years, and then move on.
 

EricNoah said:
I just wanted to provide an update as of April 2005:

In 4 months we've had three games with three different GMs:
[snip]

We have not been able to have every member of the group present at any of the games so far, but that's kind of the charm of playing this way -- it doesn't really matter if one person can't make it. As much as we'd love it if everyone could experience all of the games, my feeling on this is carpe diem. If we wait for everyone to be available, we'll never get games in.

So far, the impression I get (and it was certainly true for the game I ran) is that GMs generally prepare more material than they end up needing. I had to cut out about 2-3 encounters to fit my game into 4-1/2 hours, for example.

Pre-generated characters are very nice for helping speed things along in unfamiliar territory (an unfamiliar system like M&M, or an unfamiliar rules-set like the psionics ruls for Dark Sun).

Overall I've been very pleased at how it's going so far and am having a great time.

I just saw this thread because of the update. If you're looking for/interested in another GM, this's exactly my preferred set-up for an RPG group. Get a chance to try out lots of different characters/genres/games. Used to have such a group, but then we went and decided to publish some stuff, so now our weekly get-togethers are taken up with writing, brainstorming, and business stuff. And my other group is definitely campaign-oriented, though we sometimes do "mini-campaigns" (just one story arc, 3-6 sessions).

Anyway, if the group's willing to try other systems, i'd love to join up. I don't mind playing D20 System, but, with the possible exception of Grimm D20, i'm not likely to run it--it's just too much crunch for my taste.

And, yeah, having had several years experience with this, it's pretty hard to fit a decent scenario into ~4hrs. Used to be, almostn all our "one-offs" ended up being "two-offs"--we just couldn't seem to finish an adventure in one night. I've gotten much better at it now, due to all the convention games we've run, but it's still a bit of a challenge.
 

Here's another permutation...

Not everyone can GM in a given system. Heck, not everyone can GM. And people tend to get attached to characters. What is a gamer who craves variety to do?

Have everyone in the group find a game system they feel comfortable with, assuming they can GM at all. Then, have each player make THE SAME PC for EACH different system!

I tried this once...a PC called "Slapstick"- a clown faced super-mercenary, worked out in Champions, GURPS, Rifts, and a few other systems, including 2Ed D&D. Another PC I had was an assassin in one reality, and a Paladin in another.

The end result was not unlike a "Parallel Universe" type setting...the faces are all familiar, but also slightly different.

If it helps, think of the DC Comics' "Elseworlds" comics, in which you might see Batman as 19th century detective/vigilante or a Norse Berserker; Marvel Comics' "What If?" comics in which they explored all kinds of differences- what if the Hulk had always had Bruce Banner's intellect; or the "Alternate _________" series of anthologies, in which the best minds of sci-fi and fantasy explore the outcomes of certain decisions- what if an aging head of state had accepted a young Idi Amin's challenge to box for the fate of his country...Its also similar to Michael Moorcock's "Million Spheres" in which the Eternal Champion (as well as the Eternal Companion, and The Weapon) is always present, but sometimes in radically different guises, sometimes aware of his nature, but usually not.

Each system will impose limitations and open avenues on each PC concept. Each GM's campaign will shape those PCs differently. However, since you're always playing the "same" PC, each player will become intimately familiar with ALL aspects of the PC's psyche...good, evil, passive, active...
 

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