4 people 4 pcs? [Archive] - Wizards Community

Post/Author/DateTimePost
Arcane_Phoenix

09-08-06, 08:28 PM
My friends and I want to play dnd together but everyone wants to play. We were thinking of each makeing multiple campaigns and then each dming for each other so that we could all play. But i was thinking, what if two people alternated dming and the player who was dming's character was just an npc or something. What do you guys think would be the best way to solve this problem.
coppro

09-08-06, 08:35 PM
Well, you could have the DM run a player character (the real trick here is to not metagame. Basically, make sure that the character doesn't know the inner workings of the campaign.
Brotha_T

09-08-06, 08:36 PM
That would be a tricky situation. Would both DM's work on the same campaign or would they each have seperate campaigns. I think one DM per campaign is the only way to go because when one DM is playing his character, he would have inside knowledge that the other players wouldn't. If they DM seperate simultaneous campaigns, it can become difficult to keep track of each one. Plus, when you run two characters at the same time, neither receives the attention and thought that it should. I recommend taking turns DM'ing on seperate campaigns. That is what my group does, and it works pretty well. Just keep campaigns short so the rotation doesn't bog down. This has the added advantage of giving the DM on deck time to flesh out his world. Good luck.

Edit: See the other posts on DMPC's. The general consenus is that they don't work.
Righter8

09-08-06, 08:59 PM
I will tell you what we are doing in my/our game.
We have 5 players. 3 of which (myself included) are DMing. We each have one character, and are using the Forgotten Realms setting. Each DM runs an independent story/adventure that is linked to the previous DMs story/adventure. We can use previous story info such as places, NPCs and villians but we don't share "behind the curtain" info during a game.
So, DM A uses a villian and then DM B runs his game and Then I want to put that villian back into the story, I ask DM A for his write-up then change (i.e. Level) his character so there is something new to play against.
As for the PCs, whoever is the DM has his character randomly played (D20, highest rolls "wins") each week. That character is basically a player controlled NPC with the DM stepping in when a player is doing or going to do something seriously out of character.
This allows the party to stay together, allows the DM(s) to have a break, and basically gives the other 2 DMs material for their games.
Dowjin

09-08-06, 09:21 PM
Do not listen to anyone who says that DMPCs do not work. They are simply /hard/ to work.

Now, if one of you wants to DM for a while, but you all want to keep your characters for the same adventure, the character of the person DMing at the time would become an NPC. Also seen as a "DMPC" by some, but don't pay that any heed.

The trick, is to not metagame, the same way that players shouldn't. This is a lot harder for you, the dungeon master, because you don't just "think" theres a trap down the hallway the DM had to have placed- you KNOW it. You need to be able to separate your character's interests, from your own, while DMing. You can still have fun and play them, give them plenty of emotional investment, but don't give them emotional -attachment-. You need to be okay with the fact that they -might- just step on a trap and die. The -might- just take a critical hit.

---

On running a character while DMing, you need to come to the realization that -while- your DMing, your not -running- a character, your acting out an NPC. You need to be very careful that only rarely, hopefully never, does the story or that "super cool item" get planted or used -for- the NPC your using. Thats bad DMing. To beat a dead horse; thats BAD DMing, not a DMPC. DMPCs do not exist.

---

On alternating DMs, you have two options.

A: Work on the campaign world together. This is advised, and lets you plan things out, and allow story elements to flow as they need to (without fear of it playing your character out like the better hero, because the other player is also building it). the both of you can decide when and where all things are placed, and switch off as you feel comfortable. This does, however, take a lot of trust, because one of you might need to change something on the fly, or make changes mid-game that you might not agree with. You need to come to an understanding beforehand.

B: Evolve things as they go. This takes a great amount MORE trust, and a lot of improvisational skill. Keep notes and ideas and build campaign elements, but be sure not to "place" them yet, because things might change while the other person is DMing. While you DM, make sure that you do your best to make it fun for everyone else (remember, your character, your NPC, is an equal, at best. Not the star of the show.) While your gaming, be open-minded for any suprises the other DM might throw at you. What you end up with, is a game that you can play in, where you don't know what the other DM has planned.

---

Evolving the campaign together takes a lot of work, improvising takes a lot of skill. If you guys are DnD naturals, I'd go with B. If you prefer your games written out ahead of time, use A.

I, personally, almost consistantly improvise (thought I have notes on names for places people, quest ideas, etc. But they are just tools, ideas, to be placed as I need them to smooth over my improvising).
Atirakis

09-08-06, 09:26 PM
There are several options.

Alternating DMs is a good one. Then the DMs who alternate would have DMPCs.

Another option would be to let just one person DM and let them run an NPC Ally that still travels with you guys, same thing really just a different name and as the sole DM he needs to be more careful of metagaming and other hazards.

The last option would be to find someone else to DM for you guys, hard to do but there are links on this forum that will help you find players and DMs.
Nom

09-08-06, 09:44 PM
Finally, run two separate campaigns. One guy runs his campaign for 4 or so weeks (assuming weekly sessions) until a natural break occurs, then you switch to the other one. This has a few advantages:

(1) Avoids metagame / DMPC / ... issues.

(2) The break allows the other DM to work on his campaign while you run yours. Reduces DM stress.

(3) Decisions by one DM can't directly influence the other guy's campaign. Contrariwise, you can try out a house rule in one campaign before deciding whether to include it in the other.

(3) Players get to try out different characters and different worlds. Encourage the non-DM players to play a quite different character in each campaign.