Playing with several GMs

Laure

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Oct 20, 2004
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Archived from groups: rec.games.frp.misc (More info?)

While doing an unrelated search on the web yesterday, I found those
two archives:
http://www.francefurs.org/FRANFURENCE2/THEEND/JDRRelease1.0.zip
http://www.francefurs.org/FRANFURENCE2/THEEND/ScenarioJDR.zip

The first is a Windows program, the second a scenario (written in
french) that was played with it... by four game masters.

Basically, the thing displays maps and characters positions, along
with a simple event system, synchronised between different clients.

It's still good old pen and paper roleplaying, but instead of one GM
for 5 or 6 players, you can have several tables playing together (the
program and scenario were written for a convention where the game was
played by 25 persons, with 4 GMs).

I've been interested and curious about this way of playing, does
anyone here have experience in it?


Laure.
 
Archived from groups: rec.games.frp.misc (More info?)

Laure wrote:
> While doing an unrelated search on the web yesterday, I found those
> two archives:
> http://www.francefurs.org/FRANFURENCE2/THEEND/JDRRelease1.0.zip
> http://www.francefurs.org/FRANFURENCE2/THEEND/ScenarioJDR.zip
>
> The first is a Windows program, the second a scenario (written in
> french) that was played with it... by four game masters.
>
> Basically, the thing displays maps and characters positions, along
> with a simple event system, synchronised between different clients.
>
> It's still good old pen and paper roleplaying, but instead of one GM
> for 5 or 6 players, you can have several tables playing together (the
> program and scenario were written for a convention where the game was
> played by 25 persons, with 4 GMs).
>
> I've been interested and curious about this way of playing, does
> anyone here have experience in it?
>
>
> Laure.
Yup, years ago I played a Cyberpunk game at a convention where one team
was the bodyguards, one team was the abductors. It was poorly planned
(not enough thought was put into the abductors introduction) and while
it didn't work nearly as well as it could have, it did work. Two GMs,
two groups and a runner to move information between the tables.
Ken
 
Archived from groups: rec.games.frp.misc (More info?)

Laure wrote:
> While doing an unrelated search on the web yesterday, I found those
> two archives:
> http://www.francefurs.org/FRANFURENCE2/THEEND/JDRRelease1.0.zip
> http://www.francefurs.org/FRANFURENCE2/THEEND/ScenarioJDR.zip
>
> The first is a Windows program, the second a scenario (written in
> french) that was played with it... by four game masters.
>
> Basically, the thing displays maps and characters positions, along
> with a simple event system, synchronised between different clients.
>
> It's still good old pen and paper roleplaying, but instead of one GM
> for 5 or 6 players, you can have several tables playing together (the
> program and scenario were written for a convention where the game was
> played by 25 persons, with 4 GMs).
>
> I've been interested and curious about this way of playing, does
> anyone here have experience in it?

I have a friend who wanted to run a tri-GM campaign once. It
was a one-shot, to take place on an island, with each GM
being responsible for a part of the island. As PCs moved
from one part of the island to another, their players would
move from one GM's table to another.

It's some years since he discussed it with me, and I can't
recall if he later told me that he had actually run it, but
I can show him your post and ask him if he wants to write a
"report" and put it up on his web site. If he does, I'll
post the URL in this thread.

(One big problem, which I foresee (and probably warned him
about back them) was that time would inavoidably go out of
synch, between the tables, leading to a violation of
realism, eventually a severe one).

--
Peter Knutsen
sagatafl.org
 
Archived from groups: rec.games.frp.misc (More info?)

> I have a friend who wanted to run a tri-GM campaign once. [...]
> I can show him your post and ask him if he wants to write a
> "report"

Thank you, that would be very interesting.


> One big problem, which I foresee [...] was that time would
> inavoidably go out of synch, between the tables

I contacted one of the organisators of the game I was talking
about. He reported that this was his second try at a game
that big and that he indeed had to be creative to compensate
the lack of synchro the first time.

For the second, the scenario was specially planned so the
rythme was coherent for each team (he worked with one
table per team and not one per location), with synchronising
events regularely spaced and a clock in the program giving
them a in-game time. It went smoothly from there.

We chated more and I can give you his own report (this will
be a translation as we talked in french):

> There are two main difficulties with this kind of game. The
> first is the rythme: you have to get sure no team is
> waiting for the others without anything to do or on the
> contrary taking too much advance. In our case, we also
> also to ensure the game would roughly last a given length.
>
> We did it with the scenario: it was sliced in scenes to help
> synchronising the teams and alterning action parts ( that
> are more directive than the others but generaly short)
> and quieter temporized breaks (letting the players freelly
> explorate, studie what they learned or seek more infos,
> do funny unproductive things before being caught back
> by the events).
>
> The second is to select your GMs well as they have to
> work in team. If one gets carried away, he can easylly
> blow the whole scenario for everyone else and it's very
> difficult to get back on tracks. Experience shows that
> someone who is an excellent GM in solo may bad as a
> team member.
>
> Well, that's about it: beside you'll get everything you
> usually experience with players (just some parts are
> exagerated by this way of playing, like the tendencie to
> compete instead of cooperating), there will always be
> huge plot-holes you didn't noticed however hard you
> worked on the scenario... and any chaos is multiplied
> by the number of GM.
>
> It's very tiering, you need to have regular breaks to
> refill the GMs with coffee and hurriedly rewrite details
> of the story so it keeps working and it's a good idea
> to have geeks who are not puzzled by the program
> and can concentrate on roleplaying.
>
> I wouldn't advise it to a begginner GM, and I'm glad
> I only organise this once every year, but it's quite
> an experience. It definitely worths the effort.

I asked him how it went last time too:
> *laughs* It was hellish. I was in stress the whole week
> before... and ended in the hospital the morning after (
> nothing to do with it, but we joked a lot about how
> devastating is mastering for one's health).
>
> More seriously: it was the second time, with twice the
> number of players as before and a new program. We
> didn't came with no experience, but there was still
> plenty to learn.
>
> In order to get the best out of it and progress for the
> next year, I got very experimental on the scenario.
> New structure, some good some bad, a difficult one
> with risky bits (for us GMs) needing a perfect team
> work.
>
> It... didn't went too bad, but it was (as expected) a
> rodeo. We learned a lot and, most importantly, the
> players didn't managed to make the whole thing
> collapse and had a lot of fun trying.
>
> In character, they didn't succede. The end was
> very catastrophic, but actually they enjoyed that
> too and took praise in how well they blowed it. :)


Laure.
 
Archived from groups: rec.games.frp.misc (More info?)

On 15/12/04 18:58, in article
550f9fea.0412150958.51fc9a4@posting.google.com, "Laure"
<lauregenat@yahoo.fr> wrote:

> It's still good old pen and paper roleplaying, but instead of one GM
> for 5 or 6 players, you can have several tables playing together (the
> program and scenario were written for a convention where the game was
> played by 25 persons, with 4 GMs).
>
> I've been interested and curious about this way of playing, does
> anyone here have experience in it?


I have played in a scenario with 2 GMs once, on a convention. We played
Vampire against Werewolf, I was part of the Vampire-group.

The groups played in two different rooms and the GMs stayed in contact
through two kid's play-telephones (you know, the ones that look like a real
telephone, but are connected through a fixed cable).

As was already mentioned one of the hardest things is to keep the groups in
the same in-game time. This was especially a problem with the vampires and
werewolfs, since the latter could act during the day, while the vampires
only went to sleep. So we (vampire-players) had to wait until the time
passed and we could start playing again.

But besides of that we had great fun. It was nice to come to places and
notice that the others had already been there, or to go to their place and
steal their gadgets while they were out. In this scenario it was destined to
be one group against the other.

If I could again participate in a game with 2 (or more) GMs, I'd prefer it
to be a cooperative setting. (Like the 2 groups both have parts of the clues
and have to share the info to succeed).

For the GMs it is more stress, planning and coordination then a usual game.
But for the players it adds a bit of a "more real" feeling, when not all of
the characters you encounter are played by the GM.


Bye, Herlind