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<blockquote data-quote="der_kluge" data-source="post: 2198430" data-attributes="member: 945"><p>Round Robin GM'ing!</p><p></p><p></p><p>WHAT IS ROUND ROBIN GM’ING?</p><p>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.</p><p>THE RULES</p><p>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!)</p><p>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.</p><p>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!</p><p>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. </p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p></p><p>TIPS, AND MISCELLANY</p><p>• If there are players present, who are not comfortable GM’ing, they can play only. Skip them in the normal rotation.</p><p>• 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.</p><p>• 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!”</p><p>• 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!</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2198430, member: 945"] Round Robin GM'ing! 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! [/QUOTE]
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