Game: D&D 5e Group type: Online Experience: Any level of experience with D&D, but enough improv and/or drama-nerd experience (total amateur here!) to know what a "yes, and..." game is. Location/Timezone: I'm PST/UTC-8; available times are evenings, Saturdays, or Sunday mornings my time (depending on other people's availability) Schedule: weekly or biweekly, depending on players' availability; would need to be able to commit to a steady game Roles sought: DM/player; everyone will be a player and DM, with the DM role rotating semi-chaotically. If you're an artist, world-builder, audio tech expert, Twitch guru, or web developer (I'm the latter) on the side, that's a bonus. Game style: fast-paced, improv, mock-epic, more character-driven than action-driven but more drama-driven than character-driven
I've sent out feelers for a similar project in the past, and have contact info for a few people who were interested (and will be hearing from me if I get interest), but haven't gotten enough people at once to put this together. Since then, I've been through a few campaigns (some ongoing), so this is a rather different concept than it used to be.
In the DM's Guide, there's a suggestion of an alternate play style in which, at any time (with certain agreed-upon conditions), any player can take over as DM. The new DM's character leaves the scene, and the old DM takes on a character (making a dramatic entrance as a free action?), and play proceeds. The new DM does not get access to any of the old DM's notes, plans, or ideas about the world, the NPCs, or any current opponents.
Let's take it up to 11. A world that only exists as far as the party has explored. Every player/DM with an elaborate, convoluted set of schemes and counter-schemes which will all be derailed as soon as someone else takes over all your NPCs. Secret actions, plans and communications to be revealed later. And...we have reserves. In case of TPK, there will be whole themed parties in reserve to continue in the same world (if, maybe, somewhere else in that world entirely). If the party of kobolds trying ineptly to be heroes get wiped out, their remains may be recovered by the wanderers from a prehistoric alternate world or the local shipful of seafaring not-quite-pirates.
I'd like the campaign to be open to audience participation, too. Maybe start streaming sessions on Twitch or editing into a podcast; and then let viewers/listeners interact in ways just involved enough to derail everyone's plans and force us all to improvise around a constantly-shifting reality.
Do you find the idea of the whole reality of the game changing whenever you're not looking exciting, or at least a good jumping-off point for some adventuring? Are you willing to jump in as DM whenever it seems most dramatically appropriate? Can you commit 100% to a bit and then change gears instantly? Let me know.
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Game: D&D 5e
Group type: Online
Experience: Any level of experience with D&D, but enough improv and/or drama-nerd experience (total amateur here!) to know what a "yes, and..." game is.
Location/Timezone: I'm PST/UTC-8; available times are evenings, Saturdays, or Sunday mornings my time (depending on other people's availability)
Schedule: weekly or biweekly, depending on players' availability; would need to be able to commit to a steady game
Roles sought: DM/player; everyone will be a player and DM, with the DM role rotating semi-chaotically. If you're an artist, world-builder, audio tech expert, Twitch guru, or web developer (I'm the latter) on the side, that's a bonus.
Game style: fast-paced, improv, mock-epic, more character-driven than action-driven but more drama-driven than character-driven
I've sent out feelers for a similar project in the past, and have contact info for a few people who were interested (and will be hearing from me if I get interest), but haven't gotten enough people at once to put this together. Since then, I've been through a few campaigns (some ongoing), so this is a rather different concept than it used to be.
In the DM's Guide, there's a suggestion of an alternate play style in which, at any time (with certain agreed-upon conditions), any player can take over as DM. The new DM's character leaves the scene, and the old DM takes on a character (making a dramatic entrance as a free action?), and play proceeds. The new DM does not get access to any of the old DM's notes, plans, or ideas about the world, the NPCs, or any current opponents.
Let's take it up to 11. A world that only exists as far as the party has explored. Every player/DM with an elaborate, convoluted set of schemes and counter-schemes which will all be derailed as soon as someone else takes over all your NPCs. Secret actions, plans and communications to be revealed later. And...we have reserves. In case of TPK, there will be whole themed parties in reserve to continue in the same world (if, maybe, somewhere else in that world entirely). If the party of kobolds trying ineptly to be heroes get wiped out, their remains may be recovered by the wanderers from a prehistoric alternate world or the local shipful of seafaring not-quite-pirates.
I'd like the campaign to be open to audience participation, too. Maybe start streaming sessions on Twitch or editing into a podcast; and then let viewers/listeners interact in ways just involved enough to derail everyone's plans and force us all to improvise around a constantly-shifting reality.
Do you find the idea of the whole reality of the game changing whenever you're not looking exciting, or at least a good jumping-off point for some adventuring? Are you willing to jump in as DM whenever it seems most dramatically appropriate? Can you commit 100% to a bit and then change gears instantly? Let me know.