From: | "Wendy Wanders, Subject 117" <KGGEWEHR@******.ACS.MUOHIO.EDU> |
---|---|
Subject: | Re: Multiple GMs |
Date: | Thu, 24 Jul 1997 18:48:18 -0500 |
> In a message dated 97-07-24 11:04:28 EDT, fro@***.AB.CA writes:
> >
> > I've never tried more than one GM a session, but I would advise you to not
> > try rotating GM's. All my friends do that for other games, and nothing
> > ever gets done, because they aren't competent enough to tie plot threads
> > together. Of course, you may be more competent :)
> >
> >
> This is what we keep doing here, but it requires a lot of collaboration on
> Mike and mine own parts. It also draws the line on "player knowledge" a
lot.
I was part of a campaign in high school that ran for three years or so, with
four different players assuming the GM role, in varying amounts, and for the
most part it went very well. Even long-term plots, like Aztechnology's
continuing hunt for several of the characters, etc., worked out quote well,
though keeping a unifying 'theme' in such a campaign would be decidedly
difficult. Varying GM styles are nice, though, and it gives everyone a chance
to play (a big plus, imo). We share-GM'ed AD&D, SR, and other games, though
CoC was my province alone (worked better since the other players had read no
Lovecraft at all :).
losthalo