Sanael Idelien wrote:
Neffier, I've been planning to do this for some time, although with the modification that there be two DMs (one is DM for Good/PC for Evil and vice/versa). Glad to know the concept worked well for you, though I'd be interested to hear further thoughts on what worked/didn't work, especially as relates to metagaming (players deciding they like their good characters better, for example, and purposefully nerfing their evil; that sort of thing).
Well my game started off with the premise that nobody ever ran a high level D&D game that allowed people to truly be cheesy. The game was supposed to be a send off for 2nd Ed. 3rd had just been released and I wanted to say goodbye to 2nd and all of its craziness. So I posted up a flyer at my local store and got two 6 man parties (12 folks total) all with set stats and allowed to do whatever they wanted. Six months later we switched to 3rd and the store sold through player’s manual like 4 times. Since the theme of the world was one of my own and the players were supposed to be extra planer invaders trying to conquer/corrupt/indoctrinate the world I allowed any Wizards D&D 3rd rules at face value, and any 3rd party gaming materials after approval. I worked out a deal with the game store owner and got myself a slight discount and players in the group got one as well. In return we would post up rumors of the game and I would allow any players who wanted to join so long as there was room. (At one time I had a total of 15 players and 3 more on the waiting list). I allowed players to remake their characters for a loss of 10% exp. We played through 3 to epic and 3.5. The store sold through 10 of each book each month and sometimes more (for example epic and vile darkness sold out like crazy) I had emails and answered questions during the week via email, and taught people about rules especially when epic entered play.
My suggestions to you if you play a game like this are to set up a deal with a store if you can to draw in more players and get product, it’s beneficial to both sides if you can hold up your end of the deal. If you run the game for 3-6 months regularly with the store as news board/recruiting center then you can approach them with a discount deal if you want. Games like this, even if not run in the store can generate interest in a game that doesn’t get enough exposure in the usually, and helps out your local shop. (I also have a ton of green ronin stuff that players bought for me in the hope that I would allow rules into the campaign.) You can also get new players which are the lifeblood of creativity as well as new friends which nobody has enough of.
Set up the campaign in an episodic style, at least in the beginning, it allows you to set up games in advance and get a bit ahead. Believe me you will fall behind and this allows you a bit of a safety net. I would play in your world you don’t have to create any details. Desert kingdom 1 LG ruler, human will do. The players will discover it and allow you to create the kingdoms they like, both in style of game and story, as you go I had a small villain who became large because the players loved him. The good party would kill him and the evil would resurrect him, and on and on.
Email: Tell the other team what the competition is doing, not the details but at least the basics. I was able to re use the same materials several times. I got to use the same dungeon twice, which was magical. Knowing what the other side is doing fosters competition and excitement. It takes less than 5 minutes to send an email on Mon morning to inform everyone what happened. If you answer questions via email, answer them the day after you receive it otherwise you’ll end up in an email discussion group which people can miss and can waste time better spent on other GM duties. Some folks can’t read their personal email at work, and may feel left out if they cannot chime in. A day will give people reasonable time to chime into the group. Lastly set a day to work on the game I usally worked on a group the week after they played, it allowed me time to miss if something came up.