Standard DM behavior?

Hi. We're currently running a 4e campaign, with 7 players. We're up to level 8 now. We have 2 people that are DM'ing - swapping out every few rounds, and running as a player when they are not DM'ing.

We've had some issues with the DM's over items. During one encounter, we wiped a group fairly handily that the current DM thought should give us trouble. Encounters after that were much, much harder. During the RPG segment, part of the DM's storyline was derailed because I had the headpiece that allows you to read any language. I had purchased this at the Adventurers Vault, with gold acquired from the campaign. I was able to read a parchment he had introduced into our story. He was not happy. :(

Now, the 2 DM's have ruled that we can't buy any items from the Adventurer's vault, except consumables. Also, one of the DMs has indicated that when its his turn next, that probably no items will be allowed except that were actually found during the game. Even items you bought with gold you made during the game.

Is this normal practice? I've been gone from the game for some time and I'm relearning but I always remembered the DMs letting you use your gold as you wanted to - as long as it was legally acquired.

Thanks!
 

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No, it is not normal practice to have two DMs like you are doing. You are getting inconstancy on ruling and what the DMs want out of the game.
 

As long as human beings are running the game, the rules can vary from group to group. Everyone should get together and discuss what rules are going to be used for your group. Since you have a shared campaign going on with the same characters being in the game run by both DMs then the two DMs are going to kind of need to be on the same page rules wise.
 

DM's can allow or disallow any items they want in their game, much like how much XP they give out. Many DMs don't allow "magic item" shops. Of course your DMs could have been more creative and stated that the store that you bought the items was burned down or the owner moved away.
I'm sorry you are getting jerked around though.
 

You have at least one DM who falls into the "control freak" category. This incident is, unfortunately, probably indicative of many more to come. Either address it now, and make it clear that denying you the ability to buy magic items is making the game less fun (assuming that's the case), or drop the DM(s) in favor of a new one.

Generally it's a bad idea for more than one DM to be involved in a single game. It's inviting trouble.
 

1. I have never encountered DM's swappping out every few rounds.

2. Your group is oversized. It is possible that the DMs needed to figure out how to design encounters to challenge your group.

3. Were the DMs okay with players purchasing items out of the Adventurer's Vault? Or did you just assume so and go ahead and do it.
Edit: The DM should state how such things are going to work at the start of the campaign. However, it is always good for the player to inquire if nothing is stated up front rather than assuming.

4. As for DMs limiting the purchasing of items, I set limits in my 3e game. Most alchemical items and certain weapons from the PHB don't exist. Certain magic items don't exist and buying magical items is something that has to be done in game (magic item shops are almost non-existant and those that exist are not guaranteed to carry a particular item.
If I were to run 4e, I would run the purchasing of magic items the same way as I do 3e. Every DM I know handles purchasing items the same way ( i.e., Certain items may not exist and you can't purchase magic items out of the book, but must find magic items for sale in game).
 
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During the RPG segment, part of the DM's storyline was derailed because I had the headpiece that allows you to read any language. I had purchased this at the Adventurers Vault, with gold acquired from the campaign. I was able to read a parchment he had introduced into our story. He was not happy. :(

You have at least one DM who falls into the "control freak" category.

I agree with Dannager. As DM I wouldn't sweat it that the group obtained an "easy answer." I'd personally be happy that my players decided to spend hard-earned gold on something that didn't just boost their combat ability. The story shouldn't derail because of this because it should never have been on the tracks in the first place. All the story can do at that point is head in a new direction. What would he have done if your group sought conventional means to translate the document? So what if they read it? Let's figure out how that changes things and roll with it.
 

I think a frank discussion with both DMs is in order. That You could have easily done witha PHB ritual which you now did with your goggles, is not even important.

I'd say I understand teh DM's desire for control, but also explain that part of the fun for you is finding/creating items that match your character. Maybe a DM approval for each item would be a suitable middle ground?
 

The story shouldn't derail because of this because it should never have been on the tracks in the first place. All the story can do at that point is head in a new direction. What would he have done if your group sought conventional means to translate the document? So what if they read it? Let's figure out how that changes things and roll with it.
Exactly. The DM included a challenge in his game that was easily overcome, and now resents the players' ability to do so. Rather than stepping up his game to create challenges that are more robust than reading a sheet of paper (which would make the game more fun for the players), he has taken the opposite route and decided to restrict what he views as the problem - magic items (thereby making the game less fun for the players). Of course, he's completely ignored the fact that a 1st-level ritual out of the PHB (Comprehend Language) would have the exact same result. Point that out to him. Ask him if he wants to ban rituals, too. Illustrate to him exactly how controlling his behavior is.
 

I know of games that have played with multiple DMs, generally alternating from week to week, running the same campaign. In fact, the one I know about that ran for some time had every player acting as DM in rotation. It can work, but you really have to have the DM's suppress their egos and realize that they're working together.

As far as the magic items go, there's nothing wrong with restricting them or allowing PCs to just go and buy them. But it's ideal if the DMs think this through before the campaign starts and not get huffy because a fortuitous purchase happened to derail a plot element. He should be happy that the plot element didn't just founder forgotten and unused, which is more often the case.

I would suggest sitting down the with the DMs and ironing out, explicitly, what magic item policy will be. That way the DMs are on the same page and the players know what to expect. Communication, ultimately, is more important than any particular outcome on the magic item process.
 

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