I've been looking to get back into DMing, but from past experience I know that to actually give a group of players a good campaign I'm better off teaming up -- and I'd like to find someone else who also would like to collaborate on DM responsibilities, whether just to get organized or to take the lead on whichever parts of the role you're least interested in or comfortable with. I do well with adapting (or developing) subplots to link to players' characters and backstories, setting descriptions, playing featured NPCs, and bringing in bits of metafiction (I joke that at some point I'll build a campaign around my assorted card decks and dice collection) to expand the experience. I'm the least comfortable with world-building and focusing a multi-threaded story back to a satisfying conclusion, so if you're better at that we might make a good team.
I have a whole notebook of story beats, plot points, recurring NPCs, and twists to bring to the table; story-wise I have a bit of a thing for deconstructive metafiction (I majored in literary theory and Neverafter is my favorite season of Dimension 20, so...), but I'd prioritize developing something that's a satisfying whole for a group of players. I'd actually be interested in a tag-team DM arrangement, with one DM playing a selection of NPCs to join the party temporarily and drive the plot forward while the other plays the rest of the traditional DM role (and both plan the campaign together). The exact lines would probably depend on individual comfort levels with parts of the DM role and what works for the campaign (including chances to take the experience to the next level by bringing in unexpected dynamics when they make sense).
There are some parts of the D&D experience which I love but which are really only possible at a shared physical table, so I'd love to run a campaign in-person (I'm in San Diego), but I'm not absolutely tied to the idea. (Having one DM present in person and another appearing by screen and speakers might also be interesting, but only if there's a way to actually make that kind of setup add something specific to the campaign -- I'm open to ideas!)
I like to design and DM campaigns with a strong theme (though possibly deliberately twisting or undermining that theme if it will add something, e.g. a light or madcap adventure that gets unexpectedly serious), but I'm open to ideas as to what theme to build. (Political drama, dark comedy, corrupted fairytales, cosmic horror, high mock-serious camp? All on the table.)
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This may be a bit of an unusual ask.
I've been looking to get back into DMing, but from past experience I know that to actually give a group of players a good campaign I'm better off teaming up -- and I'd like to find someone else who also would like to collaborate on DM responsibilities, whether just to get organized or to take the lead on whichever parts of the role you're least interested in or comfortable with. I do well with adapting (or developing) subplots to link to players' characters and backstories, setting descriptions, playing featured NPCs, and bringing in bits of metafiction (I joke that at some point I'll build a campaign around my assorted card decks and dice collection) to expand the experience. I'm the least comfortable with world-building and focusing a multi-threaded story back to a satisfying conclusion, so if you're better at that we might make a good team.
I have a whole notebook of story beats, plot points, recurring NPCs, and twists to bring to the table; story-wise I have a bit of a thing for deconstructive metafiction (I majored in literary theory and Neverafter is my favorite season of Dimension 20, so...), but I'd prioritize developing something that's a satisfying whole for a group of players. I'd actually be interested in a tag-team DM arrangement, with one DM playing a selection of NPCs to join the party temporarily and drive the plot forward while the other plays the rest of the traditional DM role (and both plan the campaign together). The exact lines would probably depend on individual comfort levels with parts of the DM role and what works for the campaign (including chances to take the experience to the next level by bringing in unexpected dynamics when they make sense).
There are some parts of the D&D experience which I love but which are really only possible at a shared physical table, so I'd love to run a campaign in-person (I'm in San Diego), but I'm not absolutely tied to the idea. (Having one DM present in person and another appearing by screen and speakers might also be interesting, but only if there's a way to actually make that kind of setup add something specific to the campaign -- I'm open to ideas!)
I like to design and DM campaigns with a strong theme (though possibly deliberately twisting or undermining that theme if it will add something, e.g. a light or madcap adventure that gets unexpectedly serious), but I'm open to ideas as to what theme to build. (Political drama, dark comedy, corrupted fairytales, cosmic horror, high mock-serious camp? All on the table.)