Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: Notesfiles $Revision: 1.7.0.10 $; site uiucdcsp Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxt!houxm!ihnp4!inuxc!pur-ee!uiucdcsp!hogge From: hogge@uiucdcsp.CS.UIUC.EDU Newsgroups: net.games.frp Subject: Re: modular refereeing Message-ID: <6700007@uiucdcsp> Date: Sat, 16-Nov-85 02:15:00 EST Article-I.D.: uiucdcsp.6700007 Posted: Sat Nov 16 02:15:00 1985 Date-Received: Sat, 16-Nov-85 21:07:01 EST References: <2271@iddic.UUCP> Lines: 25 Nf-ID: #R:iddic.UUCP:-227100:uiucdcsp:6700007:000:1425 Nf-From: uiucdcsp.CS.UIUC.EDU!hogge Nov 16 01:15:00 1985 Warning, idle ramblings herein... I most enjoyed playing with a group of about 6, most of whom shared the job of judging on a long-term basis. (This group ran for about three years, then we all graduated (sob)). There's no real need for the referees to try to cooperate on a modular world (though that's an interesting idea), as long as everyone can agree somewhat on the interpretation of rules. The neat thing about this kind of game, other than saving the lone-DM a lot of time, is that it seems to promote a richer community of characters who have more varied experiences, and therefore, a more interesting history/personality. I've played in a few lone-DM games, and have never grown attached to (ie. developed fully) any of the characters I played. The "community of characters" just about describes it--we ran way too many characters per player, and lots of personalities were duplicated here and there. But quite a few fun relationships developed: petty jealousies, hadred, blood-brotherhood, political blocks, racial blocks (as always, the dwarven SWAT team), etc. I don't think it's easy to get this kind of gaming out of one DM who only has time to prepare a store-bought module. With 6 DM's, it was a fairly reasonable amount of time to prepare your own tasty world/scenario. Of course, one of the reasons our player-community was well developed was we played so (*&^'in much! Those were the days...