Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.3 alpha 5/22/85; site cbosgd.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxt!houxm!ihnp4!cbosgd!tjc From: tjc@cbosgd.UUCP (Tom Cook) Newsgroups: net.games.frp Subject: Re: modular refereeing Message-ID: <1579@cbosgd.UUCP> Date: Fri, 1-Nov-85 21:36:16 EST Article-I.D.: cbosgd.1579 Posted: Fri Nov 1 21:36:16 1985 Date-Received: Sun, 3-Nov-85 06:14:42 EST References: <2271@iddic.UUCP> Distribution: net Organization: AT&T Bell Laboratories, Columbus, Oh Lines: 46 Summary: Modular DM'ing experience In Columbus, we tried a supermodule approach to give everyone a turn at DM. It took place over about a two year period, as I recall, on a one-night-a-week (4-5 hour) schedule, with about fifteen participants. THis was about three years or so ago. Basically, the experience was quite positive. The scenario we agreed to was the quest for "the rod of N parts". Each individual or team (several teams of two worked together) was to come up with a module which would start out in the Restaurant at the end of the Universe, where the party collected at the end of each section; proceed on a quest with very few holds barred; and wind up with yet another part of the rod before returning to the convocation point. There was really very little in common among the separate modules other than the very basic purpose and the cast of characters. This was by intent; the characters gave continuity, but the open-ended charter gave the interest and opportunity for self-expression. Because our group of Bell Labs employees are rather used to playing AD&D together, and most are experienced DM's, we chose to make this a high level campaign. Each player was allotted a number of experience points and magic points (per DMG magic value tables) to equip a character, typically of 12-14 level. Only a single character per player was allowed in our version. The rule was that a character killed during the course of a module would be immediately resurrected, but with the loss of one level and with potentially no equipment (unless the original equipment could be retrieved from the body...hard to do from within the entrails of a fleeing dragon). This preserved the participation of all the players, and seemed to be about the right level of penalty for our purpose...namely, to have fun role-playing and enjoy one another's company. Of course, a sub-objective was to accrue enough experience points and magic during the module to make it through the next. Each individual DM was of course free to restrict equipment and magic at the beginning of his or her campaign. Of course, the standard magic-eating mist at the entrance to the module was always an option to deal with the compleat adventurer with the encumbrance of 10,000 GP. I would be glad to look up some of our initialization procedure for rolling up high level characters if anyone is interested, although this approach should also be great with entry level characters for those whose preference is for the excitement of developing a persona from the ground floor up.