Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site drusd.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxt!houxm!ihnp4!drutx!drusd!sps From: sps@drusd.UUCP (ShaplandSP) Newsgroups: net.games.frp Subject: Re: Multi-DM campaigns Message-ID: <1348@drusd.UUCP> Date: Tue, 28-May-85 09:04:13 EDT Article-I.D.: drusd.1348 Posted: Tue May 28 09:04:13 1985 Date-Received: Thu, 30-May-85 02:30:29 EDT References: <2847@drutx.UUCP>, <14621@watmath.UUCP> Organization: AT&T Information Systems Laboratories, Denver Lines: 34 I have participated in two schemes of multi-DM play. 1) Rotating DMs. Each DM had their own set of rule modifications, their own world definitions, and their own set of player characters. This scheme worked well. It provided each of the players, all with DMing experience, the joys of DMing and the pleasures of playing. We rotated on a weekly basis (4 DMs). The only disadvantage was slowing the action in each world down. 2) Co-DMs. The master DM developed and controlled the scenerio. The subordinate DMs assisted the master DM in this effort, but it was his responsibility. Each subordinate DM was given "a piece of the action" in the form of NPCs and a region of the "dungeon" to develop. These were reviewed by all DMs for consistence with the scenerio. During play, subordinate DMs would: a) Control NPC's and monster's actions. b) Assist with die-rolls and table look-ups. c) Conduct any side actions with players. (If a character was seperated from the rest of the party, the player was also seperated from the group!) This system worked very well. It provided smoother play and allowed for realistic variances in the society of the "dungeon." The disadvantage was that it required 1-2 extra hours/session for DM coordination. S.P. Shapland, aka AMLWCH, Lord of the Karpia Dragons drusd!sps 11655 N. Logan St. Northglenn, CO 80233