There are some people who like to GM, and maybe even like it more than role playing themselves. If you have one of those rare specimen in your group consider yourself lucky. Others are not averse to GMing, but enjoy it more to play their own character. I'm sure at least some of you can relate: You have motivated players, great ideas for stories and plots, and a mind to jump into the adventure at the next possible moment. But no one in your group is motivated (or has enough time) to be the GM.
We struggled with this issue for a long time, and mostly it resulted in us not being able to play as often as we'd like or one guy essentially being press-ganged into GMing.
Eventually we came up with the concept of
RPG Jam Campaings:
- Each player would take turns (more or less uniformly) to be the GM for a session.
- Each player has a character. For the time the player is GM, his character essentially becomes an NPC that either travels with the group or finds something else to do until being a PC again.
We employed several different schemes.
- Generally a GM is responsible for his or her story. The story can be interrupted, if convenient, by segments from other GMs, but as a base rule the other GMs would not interfere too much with an other GM's story.
- Some big plots spanning many sessions are developed by multiple/all GMs.
- At some point a GM can also introduce a short 'segment' into an ongoing story: if he has a good idea, and wants to take over for a while he can do that after asking the player who is currently GM.
I am aware that the described scheme breaks with quite a few of the long standing RPG elements. There are some difficulties to be tackled (e.g. concerning rewards for PCs) and of course this technique requires that every player is at least a decent GM and has the necessary experience, knowledge of the rules, etc. I might also add that we mostly empoly jam session in very open, sandbox-like games, that tend to be rather player-driven.
After the lengthy description here I'd now like to ask:
- Have ever used any tactics involving multiple GMs in one campaign (or even session)? How did you handle storylines/arcs between segments of different GMs?
- How have you dealt with (or would you deal with) the problem of a fair distribution of PC rewards (exp, loot)?
I'd love to hear your input.