Round Robin Gm'ing - an analysis

Chaldfont said:
I played the 1/2-orc monk in the Thursday "Ghost Cube" game. What a blast. I've told all my gaming buddies about it and we are going to try this out in our weekly game.

The thing I liked best was how someone would take a plot idea and tweak it slightly before handing it off to the next guy. I think those undead pirates went through three stat changes before they were defeated. I started them out as watered-down wraiths (only half-incorporeal, no strength damage, 10 less hp) but then they turned into uber-skeletons and then zombies I think.

Count me in for next year!

Yes, there were some very interesting twists and turns in that game that I certainly didn't expect. I would have never imagined that I'd be fighting undead pirates at the top of a wizards tower overlooking an ocean. Very nice. And that rogue just rocked!
 

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Rel said:
Is this the product that Ranger Wickett was pimping to the Game Day set? If so then it was exactly the product I was referring to while we were walking back over to the convention center (I think that was Ethernaut, der kluge, Piratecat and I having that conversation.).

I knew someone mentioned being interested in the Ironics for round robins, which perked me up a bit, but there was such a press of people I didn't get to track down who. I particularly like the book, though we rushed a bit to get it out before Gen Con, so it doesn't have, well, any art. *sheepish grin* But the rules should be solid.

Please continue pimping, by all means. You have my blessing.

In fact, I feel a need to do some promotion for the book. Erg, lots of E.N. Pub work to catch up on. Any ideas on how to spread the news?

Also, I don't suppose there are any Atlanta game days, are there? I want to try this thing out, and while my players would be up to it, we don't meet regularly enough that I'd want to sacrifice one of the standard sessions.
 


RangerWickett said:
In fact, I feel a need to do some promotion for the book. Erg, lots of E.N. Pub work to catch up on. Any ideas on how to spread the news?

How about a free download that has 2 of the characters from the Ironics? That would show the format of the characters and how they are statted out. Do one of the easy characters (fighter) and one of the complex ones (wizard) to show the range of what is in the book. Put it up on the news page, email it to everyone you can think of, send it to all the game day organizers, get a few copies to people you know run games at the game days & conventions (ie. Henry, Der_Kluge, Crothian, Rel, Belenumeria, etc). Post about it over on GenCon's boards for people to use in next years games. Ask Goodman Games, Necromancer Games, etc. to playtest an adventure or two with the characters.
 

You rock. Now I just need to find the time to do this. *grin*

Stupid friends coming back from summer vacations, wanting to hang out and keep me from doing D&D work. *faux grumble*
 

Here are the Round Robin rules if anyone wants them:


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!
 

A suggested variant: Although everyone creates a character, on figuring out who's going to DM, discard the DM's character (or save it for another game). Give everyone about five minutes to look quickly over the other characters, to get a sense of their abilities.

And then, when the DM passes control to the left, everyone else passes their character to the left as well.

That way, you gotta be thinking fast both as DM and as player; and the DM doesn't have to worry about playing their own character when it's their turn.

(I played a round robin game that worked a little like this, only we rotated weekly instead of every 15 minutes).

Daniel
 

Pielorinho said:
A suggested variant: Although everyone creates a character, on figuring out who's going to DM, discard the DM's character (or save it for another game). Give everyone about five minutes to look quickly over the other characters, to get a sense of their abilities.

And then, when the DM passes control to the left, everyone else passes their character to the left as well.

That way, you gotta be thinking fast both as DM and as player; and the DM doesn't have to worry about playing their own character when it's their turn.

(I played a round robin game that worked a little like this, only we rotated weekly instead of every 15 minutes).

Daniel

That's not a bad plan. It might even be better to roll initiative first, and then have everyone make characters, except for the GM, who gets to spend 30 minutes preparing. That would be a neat way to do it.
 

der_kluge said:
That's not a bad plan. It might even be better to roll initiative first, and then have everyone make characters, except for the GM, who gets to spend 30 minutes preparing. That would be a neat way to do it.
Excellent idea, and totally better than what I suggested; this both avoids having the DM lose their character (which would be annoying), and makes being the first DM far less intimidating.
Daniel
 

Pielorinho said:
Excellent idea, and totally better than what I suggested; this both avoids having the DM lose their character (which would be annoying), and makes being the first DM far less intimidating.
Daniel

Yea, I think I might try that option next time. It might be kind of scary to think what might happen if the first GM has 30 minutes to prepare. Egads!
 

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