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<blockquote data-quote="Praeco" data-source="post: 769008" data-attributes="member: 10941"><p>I have played a fair amount of Ars Magica in the past, and that game is specifically designed to be run by multiple people with the same pool of characters, so I have some experience with that.</p><p></p><p>A good way to keep things internally consistent while allowing the change is to have a kind of 'base of operations' where all the characters congregate. At times events might take the characters out into the larger world, and the DM's character could easily be considered to be staying behind for any number of reasons. This way you aren't switching out characters without any logical reason. </p><p></p><p>A second advantage to this approach is that the base or community that the characters are centered around can provide adventure opportunity, as they have a stake in protecting their base.</p><p></p><p>As far as campaign secrets go, it takes a bit of willingness to let go of one's intellectual property and let next week's DM in on the big secret. It also takes a bit of maturity to keep that information from being used in-game. The idea to have one person in charge who has veto power is a good one, as arguments will be far fewer. Again though, it takes a bit of maturity as you always run the risk of having your idea shot down.</p><p></p><p>Overall though the effect is good, as it keeps things fresh since more than one person gets to contribute ideas, and it spreads out the GM workload a bit.</p></blockquote><p></p>
[QUOTE="Praeco, post: 769008, member: 10941"] I have played a fair amount of Ars Magica in the past, and that game is specifically designed to be run by multiple people with the same pool of characters, so I have some experience with that. A good way to keep things internally consistent while allowing the change is to have a kind of 'base of operations' where all the characters congregate. At times events might take the characters out into the larger world, and the DM's character could easily be considered to be staying behind for any number of reasons. This way you aren't switching out characters without any logical reason. A second advantage to this approach is that the base or community that the characters are centered around can provide adventure opportunity, as they have a stake in protecting their base. As far as campaign secrets go, it takes a bit of willingness to let go of one's intellectual property and let next week's DM in on the big secret. It also takes a bit of maturity to keep that information from being used in-game. The idea to have one person in charge who has veto power is a good one, as arguments will be far fewer. Again though, it takes a bit of maturity as you always run the risk of having your idea shot down. Overall though the effect is good, as it keeps things fresh since more than one person gets to contribute ideas, and it spreads out the GM workload a bit. [/QUOTE]
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