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About Helen Joan Casper
Expertise
I can answer questions regarding tabletop, live-action, and scripted role-playing games such as WhiteWolf games (Vampire, Changeling, etc.), Advanced Dungeons and Dragons, GURPS, 7th Sea and Legend of the Five Rings, and most other games as well as general role-playing questions. I can answer questions about almost any RPG, including theory. I cannot answer questions about figurine games such as Battletech, Warhammer, or Starfleet. I have played role-playing games for about 16 years and have been the gamemaster (or the person running the game) for numerous games. I have played almost every role-playing game published and develop my own role-playing games.

Experience
I am also married to an experienced gamer. My husband has also served as a judge for Magic: the Gathering tournaments so I can answer questions regarding M:tG and M:tGO as well. My former roomate was a Pro Tour player. I have run numerous games and was an assistant GM for Live-action Vampire: the Masquerade at both cons and individual games. I have been an expert here since 2000 (under the name of Helen Chipman). I am also an expert in console video games, weddings, childbirth, and doulas.
 
   

You are here:  Experts > Games > Roleplaying Games > Role Playing Games > GM rotation

Role Playing Games - GM rotation


Expert: Helen Joan Casper - 5/4/2008

Question
Do you have experience with games with multiple GMs? I mean, the stories are long enough to leave room for subplots. (we are planing an Ars Magica covenant development)


Answer
I am currently a GM in two online RPGs that utilizes multiple GMs and I've run convention games which also utilized multiple GMs. Whenever you have more than 10 players, I've found multiple GMs are essential! =)

If you're doing a main storyline that you want to keep going but also have subplots, you may want to have a "Main GM" that leads the overall story and "assistant GMs" that lead the subplots- keeping in mind, always, that the players rule and you have to follow their lead. Some subplots may fall flat and be almost totally ignored. Other subplots may be very popular and you may have to struggle to get them back on the main storyline! =)  

The key when utilizing multiple GMs is communication. Everyone needs to be aware of what everyone else is doing so there aren't any conflicts. At conventions and large LARPs, GMs often wear walkie-talkies or headsets to keep constant communication with one another. In the online RPGs I run, the GMs have their own group chat channel as well as forums where we communicate constantly. Even the slightest breakdown in communication can cause major problems, so I also recommend having regular meetings.

Another extremely important thing to keep in mind when you're running a multiple GM game is this one simple rule: the players rule. A game where GMs force players down a specific path is never fun, and you may find yourself losing players rapidly. If a plot or subplot is boring to the players or they don't take to it, drop it and find a new one. If the players want to go off in a totally unforseen direction, let them and work with it on the fly. If they get too far off the main storyline, lead them back gently or morph the storyline so it meets up with them. All of your GMs should be aware of this cardinal rule and be ready (and willing!) to work with the players around wherever they may lead.

If you have any other questions, feel free to ask! =)  

Best wishes,
Helen =)

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