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<blockquote data-quote="Laslo Tremaine" data-source="post: 1736073" data-attributes="member: 330"><p>We have two troupe style games going on right now.</p><p></p><p>One is a 3.5 D&D Freeport game. The other is a Mutants & Masteriminds game.</p><p></p><p>Both are city based, which I think helps with troupe style GMing.</p><p></p><p>We have 4 people who GM, and we keep a Wiki to track stuff that goes on in the game. The only real rule we have for GMing is that a GM must incorporate some element of a previous game in their scenario. </p><p></p><p>Basically, as a GM, you need to be able to let go of your creations. Once you have introduced an element into the game, you have to be prepared for another GM to take it in a direction that you had not envisioned, and then take what that GM has done and make whatever you do conistent with that element in the future.</p><p></p><p>We also require that players who do not GM, still add the the creation of the world. When you make a character, you also need to make an NPC, a location, and a group. For example, in our M&M game, a player could make a Super Sorcerer type PC, then they make an NPC who is a shop-keeper of an occult supplies store (NPC and location) and then do a brief outline for a cabal of wealthy, socialite cultists...</p><p></p><p>Both of these games have been going for over two years now, and are both going strong.</p><p></p><p>We find that in our group it works especially well, since it takes the GMing onus off one person and spreads it around a bit.</p></blockquote><p></p>
[QUOTE="Laslo Tremaine, post: 1736073, member: 330"] We have two troupe style games going on right now. One is a 3.5 D&D Freeport game. The other is a Mutants & Masteriminds game. Both are city based, which I think helps with troupe style GMing. We have 4 people who GM, and we keep a Wiki to track stuff that goes on in the game. The only real rule we have for GMing is that a GM must incorporate some element of a previous game in their scenario. Basically, as a GM, you need to be able to let go of your creations. Once you have introduced an element into the game, you have to be prepared for another GM to take it in a direction that you had not envisioned, and then take what that GM has done and make whatever you do conistent with that element in the future. We also require that players who do not GM, still add the the creation of the world. When you make a character, you also need to make an NPC, a location, and a group. For example, in our M&M game, a player could make a Super Sorcerer type PC, then they make an NPC who is a shop-keeper of an occult supplies store (NPC and location) and then do a brief outline for a cabal of wealthy, socialite cultists... Both of these games have been going for over two years now, and are both going strong. We find that in our group it works especially well, since it takes the GMing onus off one person and spreads it around a bit. [/QUOTE]
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