It occurs to me that the Narrative, "disjointed" style suggested for Conan RPG - modelled, of course, after Howards methods - makes it an ideal game for those who want to take it in turns to DM.
After one adventure, it can be assumed that a given character goe of to do something suitably heroic, alone, whilst the group "coincidentally" meet up with an old comrade in need of ther help - or able to supply skills that they need for their next endeavour.
(Again, this mimics events in many of the Conan Stories)
*****
It's interesting. The only other game I have played that came with a built in rationale for regular changes of party/DM was Dreampark.
The question is, if you followed this route, how much XP should the DMs own character get during his time away from the party? The same as them? A fraction of what they get? None - on the assumption that everyone will DM the party through one level increase?
Thoughts and comments?
After one adventure, it can be assumed that a given character goe of to do something suitably heroic, alone, whilst the group "coincidentally" meet up with an old comrade in need of ther help - or able to supply skills that they need for their next endeavour.
(Again, this mimics events in many of the Conan Stories)
*****
It's interesting. The only other game I have played that came with a built in rationale for regular changes of party/DM was Dreampark.
The question is, if you followed this route, how much XP should the DMs own character get during his time away from the party? The same as them? A fraction of what they get? None - on the assumption that everyone will DM the party through one level increase?
Thoughts and comments?