So I have tried my hand at Dming in the past and it gone okay. I recently joined a group who's campaign future maybe coming to an end. The DM and I were talking and I suggested Co-DMing so we both could have the opportunity to play or if one of us couldn't make it the other could take over. I watched an episode of GM tips going over it, but I would like some more advice if we do move forward with this plan.
Are you thinking about taking turns or actual co-DM'ing?
Taking turns would not need as much preparation a co-DMing the same over arcing story. Back in the old days, I was the main Dm for our group, but we had a player that frequently play tested adventure modules that got published in a fanzine. That meant he took the module and inserted it into the main story as a side quest. When the adventure was over, we switched roles again. Our player characters were sidelined during that time (e.g. they watched the camp, while the others explored the castle) or switched over to be NPCs during the adventure, mostly doing stuff in the background and got "controlled" by player suggestions.
For a co-DM'ing campaign that is closely woven together, there will always be the problem of "DM knowledge" if you just switch characters in the same adventure. I am not sure if a Dr. Jekyl & Hyde body swap could work (never tried). What I have experience with is adventuring with two different groups in the same homebrew world (and their actions affecting each other), but that is pretty much forcing two different characters on every player and not just the two DMs.
I have a friend who wants to try his hand at running a game. We discussed the possibility of him as DM and me as a sort of "technical DM" who just helped him run the mechanical aspects of gameplay that he has not yet gotten a handle on while he is free to narrate the story. It seems like a reasonable idea in theory, but we have not put it to the test.
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"Not all those who wander are lost"
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So I have tried my hand at Dming in the past and it gone okay. I recently joined a group who's campaign future maybe coming to an end. The DM and I were talking and I suggested Co-DMing so we both could have the opportunity to play or if one of us couldn't make it the other could take over. I watched an episode of GM tips going over it, but I would like some more advice if we do move forward with this plan.
Are you thinking about taking turns or actual co-DM'ing?
Taking turns would not need as much preparation a co-DMing the same over arcing story. Back in the old days, I was the main Dm for our group, but we had a player that frequently play tested adventure modules that got published in a fanzine. That meant he took the module and inserted it into the main story as a side quest. When the adventure was over, we switched roles again. Our player characters were sidelined during that time (e.g. they watched the camp, while the others explored the castle) or switched over to be NPCs during the adventure, mostly doing stuff in the background and got "controlled" by player suggestions.
For a co-DM'ing campaign that is closely woven together, there will always be the problem of "DM knowledge" if you just switch characters in the same adventure. I am not sure if a Dr. Jekyl & Hyde body swap could work (never tried). What I have experience with is adventuring with two different groups in the same homebrew world (and their actions affecting each other), but that is pretty much forcing two different characters on every player and not just the two DMs.
I have a friend who wants to try his hand at running a game. We discussed the possibility of him as DM and me as a sort of "technical DM" who just helped him run the mechanical aspects of gameplay that he has not yet gotten a handle on while he is free to narrate the story. It seems like a reasonable idea in theory, but we have not put it to the test.
"Not all those who wander are lost"