this post was submitted on 07 Jun 2025
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Rotating GM (sh.itjust.works)
submitted 2 days ago* (last edited 2 days ago) by [email protected] to c/[email protected]
 

This is fortuitous, session zero for "my" new campaign is next week, and the format is a bit wonky so any guidance or advice from anyone who's tried to do similar would be helpful.

4-5 person table, we're starting a GURPS 4e magic campaign. Fantasy setting, think like Hogwarts but community college. This isn't super important, but gives some context for the format.

Here's the wonky part:

I want to rotate GM every session. My plan is for each player to build a student who will be their PC, and also create a professor who will be their main "quest giver" when they're the GM. The idea is that each session will be a different class period taught by one of the professors, GMed by that corresponding player.

They give an assignment which is basically a one shot: "Get the imps in the walls out", "Get to the top of that mountain and back in 3 hours", "Find the center of this maze", "Kill this spectral dragon", "Find the herbs to make this potion", that kind of thing. Or they can string all their sessions together into a mini arc, whatever's clever.

The other players will be students in the class for this session; the GM's student character either took this class already, doesn't need it, or can be a TA NPC for that session. We'll cycle through everyone a few times, and maybe collaborate for a "Triwizard Cup" sort of finale.

For several players, this will be their first time GMing. I think this format could prove to be an excellent way to let players dip their toe into the GM space: they get 3 or 4 sessions to plan, they're exposed to multiple other session ideas inside the setting, they still get to play most of the time.

I think the school setting in particular is well suited to this format, though I'm a bit on the fence about TA NPCs; I don't want to encourage bad habits.

What do you think, does it have legs or is this doomed to failure? Is it already a thing, and I'm just not familiar with the term?

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[–] [email protected] 1 points 1 day ago (1 children)

I had a group where we rotated DMs every "arc", where the intent was each arc would be like 2-4 weeks. They ended up getting longer as we went on, which wasn't great.

The big problem was each DM had different styles, and the group never really got into sync about that. Like, I tend to run games that are a little more demanding tactically. Some of the other people were more laid back. In my old group where it was just me DM'ing it, they caught on and did great. We reached a nice equilibrium where everyone was pretty happy. With the rotating group, that didn't happen. One week it would be "I see some goblins I charge!" and everyone has fun and treasure, then the next week with another DM it's "uhhh okay so you run at them? into the center of the room? No thinking no hesitation just full speed yolo? Ok, if you're sure. Well, you set off the flame traps, and the goblins that were waiting for someone to charge all open fire."

My old group would have known "don't just charge blindly ahead". This group? That behavior hadn't been taught or reinforced. The previous DMs rewarded that kind of kick-in-the-door mode. Neither way is "wrong", but a mismatch between player and GM expectations isn't good for fun.

There were other lesser problems like one DM cared about details like provisions, and the others didn't. Some loved giving out powerful items. some didn't.

It kind of sucked. I don't think I'd do it again. Definitely not with those players.

[–] [email protected] 1 points 1 day ago

That's why I think the school setting helps. You expect every class to be different, your math and PE classes require different approaches, and different teachers have different teaching styles. Plus even advanced classes are rarely longer than 3 hours, so I'm sticking to a strict one-session rotation

[–] [email protected] 5 points 2 days ago (2 children)

I assume you already discussed this with your players – I know that in my main player group just 2 of the 8 are willing to GM regularly, some will do oneshots, but also some freak out by the thought of having to lead a session.

I like the episodic approach, I've been thinking about that for my 2nd group since we only play once per month and it is hard for most to remember story elements that happened two or more sessiona ago (and note taking is hard 🤔).

On the other hand I like having some sort of continuity that might turn into an overarching story later on. Things like recurring NPCs, friendly or villainous. If there is no continuity at all, I fear it might turn uninteresting rather quickly.

But 'monster of the week' is an existing format (there's even a published game by that name)

[–] [email protected] 4 points 1 day ago (1 children)

I like having some sort of continuity that might turn into an overarching story later on. Things like recurring NPCs, friendly or villainous.

I've been GMing a Cyberpunk RED campaign, and it's really easy to build longer arcs out of monster of the week. Reusing NPCs and locations makes it an organic transition.

It would probably be harder with rotating GMs, but it's doable.

[–] [email protected] 3 points 1 day ago

It would probably be harder with rotating GMs, but it’s doable.

Maybe keep shared notes, either in a wiki or on paper. When someone needs a certain type of NPC, they can pick one that fits from the notes and add something to it.

[–] [email protected] 1 points 1 day ago (1 children)

Our group had a shared GM game we ran for a while. Not exactly rotating GMs like in this post, but swapping out regularly. The lack of continuity and overarching storyline was one of the major reasons interest died out. It was a hodgepodge of stories and became kind of a mess.

[–] [email protected] 2 points 1 day ago

This campaign's supposed to be just a few months while one of my regular players is unavailable. I'm not sure it would work very well long form.

[–] [email protected] 4 points 2 days ago

I think mission of the week is a great way to encourage a table to start GMing.

I wouldn't bother with the TA NPC - it only complicates the GM's session. Just handwave and say the student isn't in this class.

If you're doing the first teacher/quest giver, I suggest having playing them with weird preconceptions about each PC. Treat one like the teacher's pet and another like a troublemaker. Crank up the grade school pathos.

Also, drop hints about something worthwhile in the teacher's lounge.