We GMed originally by a round robin method between three of four of us before we met Mike, our regular, but we ran nonetheless, in a pastiche of modules, or orginal creations between the thinktank.
This was a novel approach then, for we each had different styles of GMing, and we all wanted the PLAY the part of adventurer hero. We each tried to top the other GM's coolest idea or encounter, and we did occassionally use reoccurring villians to keep the other non-GM's involved and playing. We had a "loose campaign" if you call it that, were each Master would further the plot, or thrown in a new plot wrinkle, character, monster or villian. It was marvelous at the time.
Steve was great at new magic items, masks, and armor and such, and Matt was good at plotting, and locales. I was better at npcs, urban ideas , establishing the enemy, and memorable encounters. Everything was great.
Then, we had some issues. One GM would "leave" magic on his night for his character to the point it was getting hard to have encounters where he didnt just wax the ass of every nasty in his range. For example he would have some rings of wizardry in a chest, that his character, the only magicker, could use. He was nigh invulnerable. Of course, as a GM, I had to balance the game by either raising the bar on the other PC's magic level, or lowering his.
I am a low magic GM, but I do give good when I do give it out. No +1 daggers or similar items about in my game. It has to do something... something that is cool, and can translate to the game other than a bonus. So I tried to de-magic the other player/GM. We both did, but did so to balance the game. Sometimes all were effected by the mechanism, but soon he realized we "attacked" his character, his Krull, his Bigby wrongfully.
Retribution soon followed, usually just me or the other GM, but it soon translated to all the party. One town was comprised of all Lawful Good folks, and all other alignments were barred entrance. Lots of hilliarity followed, all town guard were tenth level archers in plate that could run down a barbarian. It started to ruin the continuity in the game and the rapport we built.
Thankfully, Mike soon took over our campaign, and fixed the Neo-God issue quickly, and he later dropped from playing with us anyway...
It was great, freeking great, while it all lasted, but the great experiment failed. But what fun it was.
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