Too many witches spoil the game.

Most DMs never (or very rarely) get to play! If I were in a group full of other DMs, I would be player-only for at least a year, just to recharge my batteries!

-The Gneech :cool:
 

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One of the best campaigns I was in has a lot of DM's as players.

1) The DM's knew the rules. Faster play, better tactics.

2) The DM-players's would respect the current DM's judgements, because they had all been in the DM chair and knew that it meant that the DM had to have final say to get the game moving.

Mind you, I never had DM's sharing a campaign. That would require all of them agreeing before hand on setting rules (what prestige classes, etc. would be allowed) but is not impossible, I suppose.

Good luck!
 

Well, if they all want to DM, then you are playing the wrong game :). Well not realy. Ars Magica is a game that lends itself to mutiple DMs. What you need to do is make sure one person has final veto for any subject. For instance, the Main DM had final say on the Covenant (the home base) and its near by villages. I was in charge of a near-by monestary. Another player/DM was in charge of another Covenant that interacted with ours.

Co-opperative DM-ing is very rewarding. Many a times one of us would pick up on a loose idea from another DM and run with it. If someone creating something too out-of-line, then the primary DM would tone it down, if it was going to be something permenant.

-The Luddite
 

Every person at my game table is a DM and we all DM the same campaign world. Each DM has their own region of that world that run their campaign in and we all agreed on rules and houserules for the campaign world.

It works out well and I have absolutely no reservations about sitting down at a table of people with a DM background - either as a player or the DM.

That said, if you are the only non-DM in a group of DMs, I would recommend that you pass on being eligible for DM for the game, at least for the first go-around. Volunteer for DM later if you are so inclined and are confortable with it.
 

Elemen Opie said:
I have the option of joining a game group of 4 that hasn't been together too awfully long. The group is made of people who are used to D.M.ing and it has been suggested that we draw straws to see who will D.M.

I am thinking of removing straw from the group as I believe D.M.ing 4 other D.M.s would be a nightmare.

Given your choice in this situation would you want to run your homebrew or play in what you were feed?

I'm on a player kick, so that would be my choice.
 

i would jump at the chance to DM that group.

of course, the dealer gets to pick the game.

so we would be playing OD&D(1974). :D
 

IMHO, some players too easily associate themselves with their characters. DMs have better "distance". As a player and a DM, I enjoy thinking out the actions & re-actions of someone who's very specifically NOT me -- as a player, I'm okay with very bad things happening to my PC, because it's fun to screw with the little git.

I think it would be cool to DM a bunch of other DMs. In fact, I'm half-way there right now -- 3 of my 5 players have DM'd in the past.

-- N
 

In the game that I DM, 3 of the 5 players are DMs and I don't have any problems. In fact, they are some of the best players to have at my table. As others have pointed out, they know the rules the best and are most familiar with the game. Often when I am not sure how I think I should handle a rule or situation I ask for their take on it. They are also respectful of my decisions and calls as a DM because they have been on that side of the screen too.

It also could be that these are people I have gamed with for 6 years so we know how eachother DMs and what to expect as players.


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El Rav
 
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I'd play in this group.

Actually, I'm playing in one right now. Our group usually takes turns DM-ing on different days, cos we're all DnD junkies. (e.g. I DM my AU game on Friday, another player of mine DMs (STs, actually) his Exalted game on Saturdays).

Like someone said earlier, since the entire group has DM-ed one time or another, they know the rules and they know the hardships of being DM. In the end, everyone justs works together to make the game more fun.

As for that post earlier about that one guy wanting the DM to implement a feat from his game... that doesn't happen with my group, cos everyone's polite and tactful enough to let the DM make his own world.

Hope this helps you out somewhat.
 

Like anything else, the group dynamics depend on the personalities of the people involved.

In my group of seven, three of us regularly rotate the DMing duties in a shared world for a common group of PCs. It works out especially well for us, because we often have difficulties getting together. Last year, the wife of one of the DMs had their first child so, while he could usually get away to game, he had no time to DM. This year, another DM is extremely busy completing his PhD, so I'm doing most of the DMing.

It works very well for us. We all tend to be fair in rules discussions, even if that means the ruling goes against our (or a fellow) PC, so all the DMs will defer to each other (and the other players too) for opinions when problems arise. We are also all pretty good about letting the discussion drop after a minute or two and just accepting the current DM's ruling.

A shared world tends to be a little more generic, but plot threads develop nicely as we have all gotten into the habit of asking permission to use each others' NPCs in our latest adventure ideas.

With good amounts of friendship, trust, mutual respect and common sense, there's no reason this couldn't be the best thing you'll ever try. Of course, without these things, it could easily crash and burn too.

-Dave
 

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