| DEWN MOU'TAIN |
I was reading through these boards and had an idea.
We all are aware of, and probably have done a rotating DM. But the DM has always been rotated at the end of an adventure, or in the middle because of an emergency.
But what if it was done intentionally? That all players in the group would also be a DM, at some point in the future, but sooner than the start of the next adventure? What if it was set so that a player would be a DM after 3 months of play? Or 1 month?
So here is my thought. Start a group of 4-6 players.
Starting level would be 1st level.
Use point by of 20 pts
And to make it easier, limit character creation to the core rulebook.
After one month of real life time, the DM switches out with another player. Example, id dm for oct, jim for november, bob for dec, susie for jan, and so on.
The campaign would be generic, and pribably best achieved without using a premade adventure path.
Thoughts?
| Wofguy |
It'd end up being like those those stories where multiple people write it, others taking over during the middle of it. A lot of times, the story ends up being more unique than a normal one.
The only concern I see, is that when DMs switch, there could be a lack of something in the group. Like when the character playing the cleric becomes dm, there will be a significant lack of healing. It would take careful consideration for party building.
Count me in.
| imjohnnyrah |
I've played a few sandbox style games where one DM would control the main quest and the rest of us would switch on for side quests and subplots. Everyone has their own style so we'd get a surprising mix of encounters and events. It's a little like what's being described here only the breaks and switches were a little more defined.
| Rnakkin |
One thing I could suggest for those people concerned about the missing the Healer have two characters and play the adventure an standard PFS format of players coming in and out of the adventure and resources are pooled. The only thing that comes into mind is everyone earns xp for each character played or not, but having the equipment and tools shared.
Characters can be moved in and out of the party as needed Cleric, Druid, Paladin and Ranger and whatever else is needed. Everyone just needs to talk and or plan accordingly.
Player 1 - Ranger / Bard
Player 2 - Cleric / Barb
Player 3 - Cavalier / Druid
Player 4 - Paladin / Rogue
Player 5 - Monk / Sorc
Player 6(DM) - Witch / Gunslinger
Something like this offers up a few options to heal and have a beefier group composition or whatever is needed. But it does offer a chance for when the DM rotation comes around you can keep playing your character or switch over to the other.
| GM Spugly Fuglet |
Scheldrick Wintergard
|
Maybe start with character creation (i.e. everyone make characters) and then do Ye Olde Dee Twenty, lowest roll starts as GM or some such?
I'll throw in a hat with this (eventually) dual-shield ranger build I've had sitting around. (It may need a little bit of re-working, as one trait is a campaign trait, and it really wants the animal companion to get shield proficiency).
| Ross Hearne aka poisonbladed |
My first DMing stint, on the boards, didn't go so hot, but mostly cause I lost patience with the pace of PBP. Having played it for a few months now I think I understand it a bit better.
For my character I am thinking Fighter Spear Master, with a few levels of poisoner rogue as it moves along.
1d20 ⇒ 10
| Ross Hearne aka poisonbladed |
A couple more thoughts here to share. I don't think we should limit source books for character creation. Though the point buy and starting level is perfectly understandable.
It would be a mistake to adopt ANY house rule.
I for one like to use Hero Points but am willing to for go it for this.
I also don't think we should limit ourselves to any paticular module. This very much seems like a homebrew sandbox.
The world setting should be up to the original DM and then we work from there. If the world is strange and nobody but the original DM knows anything about it, thats ok the following DMs can add to it at there leisure.
The more I think of this the more excited I become.
Scheldrick Wintergard
|
1d20 ⇒ 1
I was thinking do generic Golarion (lots of info out about that world, which lets people have some setting ideas etc), and then each GM can have their own "main" idea for their time. Somewhat like a series of PFS games, Pathfinders get sent all over to do XYZ and sometimes even in the MIDDLE of a current mission get redirected (i.e. GM switch) via sending or whatever.
I also agree with expanding beyond Core Rulebook, but I'm up for whatever.
| DougFungus |
| psychicmachinery |
This does sound like a very interesting concept, and I'd really like to play an alchemist if we're opening up past the CRB. If not, I might try a ranged weapon fighter. I have not GM'd a PbP yet, but this sounds like a good way to start. Quick question, are we opposed to allowing the current GM to continue playing his character while he runs the game? Seems a lot simpler to me, as long as people can keep GM knowledge and characters knowledge separate.
Scheldrick Wintergard
|
i was going with the idea that once one takes over as GM, the character disappears.
That was my assumption as well--that someone shows up with a "You: keep doing what you're doing/go away and handle XYZ, I'll take your spot in the team as we go do ABC" (which would also explain why the GM's character gets XP while "off stage."
If Dewn wishes to continue as "organizer" of sorts, he should choose some system for determining who is in/out (as 8 players is probably too many).
| DEWN MOU'TAIN |
since there is enough interest, lets roll with this.
character creation guidelines
1st level
max hps
25 pt buy
classes: lets keep it to only the CRB for the time being. If a PC dies, then we can discuss the opening up to new PC classes as the party explores the new world.
standard starting gold
2 traits allowed
although this is a homebrew world, the pathfinder pantheon of gods will be used. Makes things easy.
| Nestor |
I am interested in this.
I think tat a month is two short but I will go with the flow.
This was touched on in previous posts, when a new GM takes the yoke I think the old GM should have th option of rolling a new character. Or use his old one.
If the party is to big perhaps we could split it?
Just a thought