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So how the fuck do round robin campaigns work? Taking turns GMing short games makes sense, but how does anyone make that shit work for long term campaigns? How do you set up plotlines when you've got one arc and then the next one is being run by a totally different person with completely different ideas?

I just finished a campaign for my group I've been ForeverGM for, so I'm interested in trying something like that so I can actually play for a while. But other than just doing completely unrelated short games or one-shots, I don't know how you'd make that work.
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>>96828923
>How do you set up plotlines
Presumably you don't. Just play the game instead of trying to write a novel.
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>>96828923
>Run a hexcrawl
>Run a dungeon crawl
Gee, that was hard
>B-but plot
Then you run one-shots, simple as that.

Check out Broken Compass, it has half of the game designed around the concept of keeping the party and general plot idea, but switching the GM/players every time people feel like it.
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>>96828923
I'm forever GM and we started a no GM game. It's pretty fun. I handle all the world building and set dressing, the other two do book keeping.
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>>96828923
Why would the GMs take turns running different plotlines?
If you take over you continue with the running narrative.



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