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Subject: What would you (or your GM) do?

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dagonet
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01/12/2006 3:02 AM  

I administer a homebrew (D&D based) roleplaying system with rotating GM duties. At any given time, we have one (or occasionally two) of our players GM-ing a campaign. For convenience (and because I don't necessarily trust everyone**), I handle and update all of the character-sheets/inventory lists, as well as the email updates (covering major events and experience gains) after each session.

Here's my problem. One of the guys (our current GM) is and always has been extremely tight-fisted about the powers of the items he gives out. I mean, "I'll tell you later," email-ignoring, squeezing blood from a stone tight-fisted. What this means is that he does not define the powers of items we find in his campaigns, either to whomever acquires them, or to me (in my role as "system administrator"). So after every one of his campaigns (at which point he usually vanishes for months at a time) we've had a few pieces of gear which WE CAN'T USE (unless we make something up) whenever he's not around to tell us what they do.

Control freak that I am, this royally p!sses me off, but each time in the past I've gritted my teeth and let it ride. Now, though, there's a new wrinkle: this GM has given the party three custom, unique Homunculi (which can be run as PC's). All with mystery stats, naturally.

My question to you is this: how bad should I feel about directly sanctioning experience penalties to his characters until he meets his responsibilities and coughs up the information the rest of us need?

Cheers,

Dagonet



**: Oh, hell, I don't necessarily trust ANYONE. [:D]

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LCS
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01/12/2006 3:26 AM  

I'd say that the best way would be to treat it like improv -- the next DM is allowed to expand the available information in any way, as long as it doesn't directly contradict whatever information has already been given.

If he doesn't tell the next DM what the items actually do, then the new DM can make up anything he or she likes and everyone has to live with the results.

When it comes back around to his turn to DM, if he starts trying to turn properly disclosed items into mystery items (you know that sword you got last time, it's not just a +3 keen shortsword, it's actually some sort of mysterious artifact that starts belching out fireballs whenever you are within 50' of a kobold), just tell him that he can't because the abilities of the item had already been set by the previous DM.

If you're playing in a group with rotating DMs, at some point you have to trust that the other DMs won't use out-of-character knowledge in a way that is detrimental to the fun of the group when they are playing as PCs. Otherwise it just doesn't work.
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glumag
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01/12/2006 9:49 AM  
Rotating DM duties is hard, my group does it and we coordinate things well. I don't recommend taking your frustrations out on a character...it is not the characters fault, just the player.

If he is not giving information to you and it is stumping progress then give the warning before the next session, if (whatever grace period you announce) you do not receive the info then assign your own stats as you see fit and too bad if that's not what it was.

He'll either live with it or realize he needs to keep on top of things.

My group's DMs (myself and one other) discuss events and ramifications and possible outcomes of things (without ruinning suprises for one another) and make sure we keep it balanced and fair and easy to work on each-others plans. We stick to a main plot and we have the leissure to do side things as long as the main plot is not affected. Any items found, artifacts, etc from those side quests we freely draw up cannot affect the main plot.

Another rule of thumb we have is (for the players) if you don't write it down in your sheet, it doesn't exist.

"Hey, that magic sword I found last session, what were the stats?" "Oh, you mean the one that just turned into a plain sword?". Forces everyone to be on top of things and be organized. Helps the game and everyone involved.

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Ghendar
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01/12/2006 11:05 AM  
If he is not going to follow the guidelines that everyone else abides by, then he should not be allowed to DM until he can learn to play well with others.

Seriously, give him the boot until he shapes up.

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johnny.quest
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01/12/2006 12:36 PM  
I'd either stat the items/creatures myself or swap them for things of equal value (the party sold them, traded them, lost them, etc.).

forkedmoon
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01/12/2006 1:42 PM  
A NPC thief can remedy this. [:D]

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mordantos
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01/12/2006 3:59 PM  
quote:
Originally posted by Ghendar

If he is not going to follow the guidelines that everyone else abides by, then he should not be allowed to DM until he can learn to play well with others.

Seriously, give him the boot until he shapes up.

Absolutely.

He is showing no respect for you or the group.

I would then stat out all the mysterious items.

Malin Lug
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01/12/2006 4:55 PM  
We rotate GM's but they each run seperate campaigns. There is a very old saying... too many cooks spoil the soup. It is near impossible to run a serious campaign with more than one DM. Everyone runs a game differently, and rarely are they compatable. I would suggest that you either shuck the GM... or have each person run their own game.


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Mrfurious
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01/12/2006 5:41 PM  
My group of people I game with have done a rotating GM game. Basically its just a series of one or two shot adventures and we all belong to the cliche "adventurers guild" in a big city. There are 8 people involved, play every two weeks or so. It works out really well as you dont't have to make each session, and if you miss its no big deal plot wise.

We have other games with longer running plot lines, but this one is great as not everyone has to make each session, things are reasonably straightforward. Its a good change of pace from the political intrigue/investigation stuff we normally do. Much less serious, and more kill and take stuff and hack and slash.

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