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[Interest Check] Shared GMing Group?

I am looking to see if there is an interest in creating a group of GMs to be the basis of a new group. The group can be setup several different ways: 1) GMs share a world and the GM responsibilities and alternate, 2) GMs have their own worlds/systems and run them (pretty much the same as a group), and so on. How often and how long will sessions run? That would be up to the group. If we wanted to and people had the time, hell we could one one session a week and alternate 3-4 games if we wanted to. Again, I don't have all the particulars down yet, but I am gauging interest. There are a number of advantages to this though. GMs typically are more reliable than players (they have skin the the game), shared responsibilities, opportunity to play, exposure to new games/mechanics/homebrew etc. Let me know if this sounds interesting.
What system did you have in mind?
It really comes down to what the group as a whole wants to do. If they want to share a world, then we can as a group decide what that system and world will be. If a shared world is not what the group wants then it will be what the individual GMs want to run. My strong preference would be anything BUT Pathfinder/4E/DnDNext. Why? Because there are dozens of those campaigns readily available. That is not to say, if the group decides that is what they want to do, then so be it.
Do you have a group in mind for this or is that something to be pulled together?
This is an idea and I am seeing if others are of a like mind. I am looking for GMs. Specifically because GMs are a little more responsible and vested in the hobby. Also it will allow GMs to play as well as well .. GM. I don't know. Just trying to see if people are interested is all.
I might be, my primary interest would be WoD, but anything interesting (not yet another D20 game) would be acceptable.
[bump]
I think that I would like to work with someone else to run a Mutants and Masterminds Third Edition, or DC Adventures game. &nbsp;Free rules available at <a href="http://www.d20herosrd.com" rel="nofollow">www.d20herosrd.com</a>. &nbsp;I'm super interested in the system and super heroes.
Hmm I believe I offered to help you with that already. Did the DC Infinity and Avengers Assemble both die?
Yes, rpgman2013, you did offer to help. &nbsp;And thank you. &nbsp;DC Infinity and Avengers Assemble are both going forward with next games scheduled and everything.
I'm interested in the idea. Option 2 (own world) most resembles face to face play, since a lot of groups alternate through GM's as players are absent or as a new game comes to the table. Option 1 (shared world) could be a lot of fun, but there are a few possible hangups. To pull this off, the GM's would all need ot be on the same page regarding play style and house rules, especially if the players are using the same characters. One option would be to set everything in the same world but differ the player/character base. This would allow players to really feel like others are active (rather than the standard "We're all you've got" style of game), and could even cross over and interact with other characters. For example, a Deadlands game could focus on different posses running around in the same world. You'd hear about the actions of these other posses, and might even cross paths when fighting similar threats. Or a Shadowrun game where the players may interact with (or oppose) other groups of shadowrunners that are simultaneously being played.
The idea of forming a group of Player-GMs is an interesting idea. I love superheroes and the Mutants and Masterminds system (I'm a lot more familiar with 2E though, but I do have all the 3E and DCA stuff also). There complications that would need to be worked through - first and foremost of them would be the time zones and availability for everyone that wants to be a participant. Of course, as mentioned above, the particulars of the game system(s) / setting(s) / house rules, etc. would have to be hashed out.
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This sounds interesting especially if MnM3.
Hmmm I think if we can get enough players and GMs this could work for M&amp;M3E. I would think at least 2-3 GMs and 2-3 players. Shared GMing, rotating weekly? Shared world. Could be fun.
So, if it was a shared supers world using MnM3E/DCA, who would be interested and what timezone are you in? I'm US Central (currently GMT-6 ). Would you want to use the Emerald City/Freedom City settings, DC Universe, or something else?
I am also CST. What would I want to use? Mashup of all that and my one shit?
I'm also in US Central Time Zone, but I'm currently GMT -5. *toots own horn* &nbsp;I like to think I know the system for MnM3e fairly well. &nbsp;Whenever a GM does something that rubs me the wrong way I do try to go to <a href="http://www.d20herosrd.com" rel="nofollow">www.d20herosrd.com</a> and link them to the rule I have a question about. &nbsp;I have lots of ideas of house rules to articulate the social contract to make the game experience for the players better, fairer, and more enjoyable. I would like some setting information in order to run a game, I've been beating my head against a wall for months and I haven't yet thought of anything to challenge a party of PL 6 player character heroes in MnM3e. &nbsp;The only NPCs I've created so far have been mary sues and left on the cutting room floor. &nbsp;I need help! months ago when I was first thinking of running a game I had my tame ludologist compose a list of questions that he could ask me about my setting without having the answers to any first. How is Organized crime making use of Supers? How have organizations i.e. government agencies, the boy scouts, corporations etc.&nbsp;been changed by Supers? How does the common man on the street on average feel about Supers? How do the police interact with Supers? How does the criminal justice system deal with Supers? Who are the enemies of Supers? rephrase: What groups, people, or things are out to get all supers because the supers are supers? Who are the friends of the Supers? What is the common group size of Supers? How do all those other organizations feel about superdom? Who wears a costume and why? How commonly do Supers disguise their normal identity? Why do Supers commonly disguise their normal identity? Why don't Supers commonly disguise their normal identity? Are there monsters? &nbsp;Are they related to Supers? Are there other non-human Supers? Do Supers go to war for nations? which ones? why and why not? Any changes to geography due to Supers? How have supers effected world scale political landscapes? Are there more or fewer wars? What impacts have supers had on the economy? Have any industrial sectors collapsed or expanded due to Supers? Have ANY supers co-opted any countries? How have supers caused the maps to change? or have they? Are there any extra planetary claims on heavenly bodies? &nbsp;i.e. Moon Bases or Asteroid M Have there been any advances in space exploration and/or exploitation directly or indirectly arising from Supers? Have there been any advances in underwater exploration and/or exploitation directly or indirectly arising from Supers?
I have never played MnM3e, but when I run games I usually get the players to help answering those kinds of questions. Getting them involved in world building (at least some) helps connect them to the world, makes sure it's a world they are interested in, and helps prevent "blank page" syndrome (feeling overloaded with too many possibilities).&nbsp; I'd also recommend not trying to create the whole world at once. Focus on a small area, perhaps just the city they are in (not the country, world, and even space). Remember that a lot of what playing RPGs is about is finding out secrets. So maybe there is a moon base, but very few know about it. You can build that detail later... when you need it. Is there a theme you want the players to deal with? Is the world generally hostile or appreciative ? Is there something you're really interested in seeing played out in an RPG world.&nbsp; For example: All the players are descendants of legendary heroes or villains. The general populace has high expectations of what these descendants will be like based solely on their parents legendary past. This fuels the answers to many of your questions. If heroes (and villains) are already well established, you could just start on a secret base and work out from there. Maybe the first adventure is about a PC that as suddenly inherited a secret base, and it's trying to kill him/her/it because the base doesn't know that the PC is the new owner.&nbsp; Once you have a theme, things just start to flow. To get a theme, go hunting for plot generators and campaign generators. Don't feel like you need to reinvent the wheel. Tropes are good things. Just add your own twists to make it personal and unique. And don't forget to ask your players. They love generating ideas too. Just give them the theme to get their minds headed in the right direction, and you'll get too many ideas right quick. Hope that helps!
I'd be very interested as a player, and possibly a GM, as I'm pretty new to GM'ing. I'd love to play any system and the whole shared world Idea seems awesome. I'd have to see whenever you guys are playing works with my schedule, so PM me on details when you have'em please.
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Pat S.
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I'm cst also and interested in being a player at first till I learn the system then maybe take a few sessions to see if I'm up to the task of running a superhero game. That genre is very different from the standard fantasy fare that I'm use to. It all boils down to the day and time for me actually. I don't like cameras and tolerate voice gaming but prefer using text for the games with voice for general chat.
Well, show of hands, who is willing to host the campaign upon their roll20.net account? Obviously not entirely sure of how this works.
I would be willing to host unless someone has a Mentor account and wants to host. The only difference between the two is that a Mentor has access to the API features. So if we wanted to use some custom APIs we could. I just downgraded my account, so I know longer have access to that option.
You guys still need players/DM's? I've not tried M&amp;M but I've experience with WW2 Superheroes (Godlike), and of course 4e and a little 3.5/Pathfinder. Shouldn't host though, not a Mentor OR supporter, and those benefits are pretty sweet. And I have a mic and Google Hangout and Skype. No camera though...
I have a desk mic and speakers, google hangouts, and roll20.net voice works for me more often than not. &nbsp;I am not on a Mentor level roll20.net account. &nbsp;It seems to me (consider the source) that the people who have more problems with roll20.net voice also have Skype installed. &nbsp;I do not have Skype. I had an idea for... something. &nbsp;Numbers that things to come in sets of. &nbsp;Popular such numbers are 3, 4 and 7. examples of 3: Past, Present and Future. &nbsp;Good, Bad and Ugly. &nbsp;Courage, Power and Wisdom.&nbsp; examples of 4: Ben, Johnny, Reed and Susan. &nbsp;Air, Earth, Fire and Water. East, North, South and West. Cleric, Fighter, Rogue and Wizard. examples of 7: &nbsp;The Seven Deadly Sins. Seven Wonders of the ancient World. The Seven Continents of planet Earth. Seven colors of a Roy G Biv rainbow. Seven Days of the week. The Seven Samurai. The Seven Chakras.
Four man Band, Ninja turtles, 4 horsemen Five man Band, Power rangers (starting number), any number of japanese cartoons. I've also got a bit of experience with GMing, and with RPing superheroes/villains in MMOs.&nbsp; I'd like to take a stab at Mutants and Masterminds
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I have no problem being the host for the campaign board and since I'm a mentor that gives the game access to the goodies. Question 1 : Main server aka what everyone is using now or the dev server which is where all the nifty goodies are being tested? Question 2 : Who is going to be the lead GM aka the one that is going to take the lead on the info needed for the game like the campaign title, summary, etc..? The person that claims number 2 will need to get a hold of me so that I can set up the board details and such.
Campaign Title: "By the numbers." Summary: Alien Ghosts from the Future have invaded Earth, in force, in order to twist it to their whims and satisfy their undying desires for conquest! &nbsp;But be warned, these are not simple brutish warlords or advanced aliens that would pose as gods... These Aliens are something much more evil, underhanded, and utterly ALIEN! &nbsp; The Earth is under threat from Alien Ghost Stockbrokers from the Future!&nbsp; Etc... what is the etc?
Metroknight said: Q:Main server aka what everyone is using now or the dev server which is where all the nifty goodies are being tested? I dont quite understand the question.&nbsp; What do you mean by server?
I propose the house rule: "Any time a GM kicks a player, the GM must first send a private message to the player explaining why the ex-player can no longer access the campaign." in another topic:&nbsp;<a href="https://app.roll20.net/forum/post/210403/#post-210403" rel="nofollow">https://app.roll20.net/forum/post/210403/#post-210403</a> &nbsp;This exists. &nbsp;I didn't want to bump it myself, so here is the next worst thing, self promotion across... yadda yadda.
I have 14 campaigns under my belt atm and co-GM 2-3 others. What the hell, another won't kill me right? I do not mind coordinating. I am a bit weak on the system but can get up to speed on it quick enough. With that in mind. Can a get a roll call in private message of all the GM's who want to try this?
So i haven't read through all the responses yet but if there is still room I am VERY interested. I have done this before for about 6 sessions in the MTG universe with some friends and tried getting a group going here with the same intent of rotating GMs.&nbsp; I would be happy to play in superhero game. I think I know the rules for MM3, but never played it so I am not sure. I would personally prefer a brand new setting that is created as the campaign unfolds and character's are created.&nbsp; I am on Eastern Standard Time.&nbsp;
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Toast M. said: Metroknight said: Q:Main server aka what everyone is using now or the dev server which is where all the nifty goodies are being tested? I dont quite understand the question.&nbsp; What do you mean by server? There are two server types in use here. One of them is accessible to anyone registered here. It is called production server, main server, etc... There is a restricted server that only mentors, devs, and mods can create campaigns on. It is called the dev server and it is used to test new features before they come into use on the production server. The question I proposed is Do you all want this to be hosted on the production server which is stable and has some features activated or do you want the campaign hosted on the Dev server where all the latest features are active also. The dev server is not totally stable and does crash sometimes but there are some nice features being tested right now like additional status markers, highlights for inline rolls, and some other nifty things. With me being a mentor and willing to host the campaign this gives us the option of using one of the servers. I'm leaving it up to you all to decide on that as it doesn't matter to me.
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Pat S.
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John "No Skype" T. said: I propose the house rule: "Any time a GM kicks a player, the GM must first send a private message to the player explaining why the ex-player can no longer access the campaign." in another topic:&nbsp; <a href="https://app.roll20.net/forum/post/210403/#post-210403" rel="nofollow">https://app.roll20.net/forum/post/210403/#post-210403</a> &nbsp;This exists. &nbsp;I didn't want to bump it myself, so here is the next worst thing, self promotion across... yadda yadda. Never saw your post so it must have gotten pushed down the line before I got to scan the forums otherwise I would have talked to you about it. I'm not anywhere near enough ready to GM with this system. I rather would want to play for a while and learn it but GMing it would be a strong possible thing in the future.
Errr...unstable servers....Well since I create my maps outside of Roll20 usually, Im cool either way, but I'd lean towards the regular servers.
with as many GMs there are that will be learning whatever systems I would recommend making the learning roll20.net side as easy and as light of a load as possible. &nbsp;Stable Production Servers get my vote.
I am curious to see the new functions, but stable servers is very appealing. I am going to obstain from this vote.&nbsp;
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I tossed a campaign board up with a generic name "The sentinels" but I do not have it listed. Those that wish access to it so that the work can be started need to send me a pm so I can send you a pm with the join link. I already have the chart pdf converted to jpegs and loaded into the handouts as chart 1, chart 2, and chart 3. I also have about 20 street maps loaded. I will be work on getting vehicle tokens loaded if that is needed or wanted. I will also start looking for super styled tokens also soon. I think I have every pdf for MnM3 except the second chapter of the Emerald City Knights. I will list the board in a few days if everyone wants me to do so.
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Pat S.
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So far a couple have tossed pms my way and they got the join link. Anyone else interested to be in on the behind the scene building of the campaign?
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Pat S.
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Anyone else? Got 3 others on the board and waiting to see who wants GM status so we can start building.
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Pat S.
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just bumping this up. We are 5 strong now. Anyone else interested in Mutants and Masterminds 3rd edition game. Most of us are not familiar with the system so this is going to be learning campaign and we are also looking at a round robin type of game. All that means is that there will be a small group of GM's that will be running in the same world / city. Each GM will take a turn and run an adventure then it gets passed off to another GM.&nbsp; The reasons for this style of play is many. Consistent background and character growth, Less chance of GM burnout, a wider variety of adventures due to various GM styles. We are still in discussion about specifics so more detail will be posted as we hammer out the details.
I was thinking a variation of this I once used might be fun. A GM runs an adventure up to a point, preferably to a cliffhanger. The next GM must take the information that was already presented and the story and use that with his own additional story and continue on. This cycles through all GMs until finishing with the original GM who closes the adventure. Its just an idea. It was fun, the story was taken in a direction I did not expect, some stuff I had mentioned was completely changed, a new story arc was presented, etc. Made for an interesting experience. Not for all I know, but just saying.
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Pat S.
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I've been in one of those and it took a lot of skill to make it work but when it did, it was incredible.
Yeah that was sorta the point I was trying to make at the end. It takes skillful GMs and some working together to make it work. It was alot of fun to watch the ideas I put out there twisted on their heads and used in ways I did not expect. Of course there is also some stuff that the GM has to do, which is leave stuff unexplained so that the next can use it if they like. For example, in a game I ran, the good guys ran into the bad guys who had an insignia on their uniforms, it could have been the letter X or the roman numeral X. Stuff like that.
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I think for now taking turns running an adventure from beginning to end would work best right now. Now if we can build enough groups, we could technically have a game running 5 times or more a week. That is a lot of games and saving the damsel action.
Has a setting been decided on? Or any other details, such as the premise of the character team or power level?
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Pat S.
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That is in discussion right now.