Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site watmath.UUCP Path: utzoo!watmath!csc From: csc@watmath.UUCP (Computer Sci Club) Newsgroups: net.games.frp Subject: Multi-DM campaigns Message-ID: <14621@watmath.UUCP> Date: Thu, 23-May-85 15:25:54 EDT Article-I.D.: watmath.14621 Posted: Thu May 23 15:25:54 1985 Date-Received: Fri, 24-May-85 04:41:58 EDT References: <2847@drutx.UUCP> Reply-To: csc@watmath.UUCP (Computer Sci Club) Organization: U of Waterloo, Ontario Lines: 75 Summary: In article <2847@drutx.UUCP> slb@drutx.UUCP (Sue Brezden) writes: >We are in someone else's world now, having come to a pause in mine. (I >needed a rest--that is hard work!) They ended up with, among other things, >a ring of regeneration, a nice staff, and a mithril circlet which gives the >wearer psionics. The last is tempered by the fact that psionics are hated >and killed when found. The PC with that one is going to have to watch it. > >However, I do intend to slow them down a bit when I DM again. > > Sue Brezden > This brings up an interesting point. Rotating DMs within a single campaign. Who else has done this? In my first year here ('81), I had already spent 3-4 years running a D&D, then AD&D campaign. I joined the science-fiction club here (WATSFIC), and met other people who had also been D&Ding for some time also. The person whose campaign it was (Al Brooks) had been using this system (ie taking turns at DMing) to a) give himself more time to write his own scenarios and b) to get in some playing himself. The benefits are/were obvious. There are, however, some not-so-obvious not-so-good things about it. Firstly, the plot line can suffer terribly. One DM has some ideas about how he would like the politics (or anything else) of the world to operate, and another feels differently, and the world changes as you move from DM to DM. There are two ways to handle this. The first (which we did not use) is to have different worlds with different characters, different rules, different everything, one for each DM. If DM A is running, you use character A, rule set A, etc. Since we didn't use this, I can't offer any comment, except to wonder whether the campaign would hold together for lack to cohesion between the parts. The option we DID use was that Al was to become the head DM, and as such, would control the world's politics, rules, etc. Other DMs would simply construct scenarios which "fit" more-or-less well into Al's scheme of things. This, in turn, brought to light, another problem. We ignored it. The problem was that the subsidiary DMs had to know some inner workings of the universe that were not (yet) known to the players. It should be pointed out here, though, that "playing to win" took a back seat to role-playing. People became their characters, and, in our case, the information the player had but the character didn't was very rarely (I can only think of once or twice over a 2.5 year period) used. Another problem we encountered was not as inherent in the system as the problem just described. It essentially was that, inevitably, when a S-DM was running (particularly those with less DMing experience) the temptation was great to include in a "last-room" type of treasure one or two very "neat" magic items. Standing alone, this was not much of a problem. The problem occurred as a result of the fact that these adventures were worked to last 2-3 weeks (w/ 8hr sessions). Sooner or later there was bound to be a problem. And there was. The average level was 6-7 (we had started as 1st a year before) and we were dungeon stompers. The solution to this problem was fairly straightforward. We started fighting tougher monsters. I recall taking on an 18th level fire mage (we won); a magic-proficient (could use ANY magic spell, not only MU spells) lich (he won); and large amounts of VIII/IX level monsters. If we had to think, plan, and execute carefully, we were not having play-balance troubles. The moment we could mindlessly eliminate what we were fighting was the moment to step up the opponent. It didn't hurt the play-balance (re amt of magic owned) that one of our number was a pack-rat extra-ordinaire. Giving an item to him was like feeding it to a black hole. *sigh* My. Excuse the length. We now return you to your regular programming. Gilles Dignard (aka Thunderbuns, the baby storm-giant magic user/druid) University of Waterloo Waterloo, Ontario Facts all come with points of view. - David Byrne