Jul 31, 2023 12:33 am
The Gods Must Be Crazy Campaign is a variant game play in the DMG as read below. It is all on page 269 of the DMG
With this approach, there is no permanent DM. Everyone makes a character, and one person starts as the DM and runs the game as normal. That person's character becomes an NPC who can tag along with the group or remain on the sidelines, as the group wishes. At any time, a player can spend a plot point to become the DM. That player's character becomes an NPC, and play continues. It's probably not a good idea to swap roles in the middle of combat, but it can happen if your group allows time for the new DM to settle into his or her role and pick up where the previous DM left off. Using plot points in this way can make for an exciting campaign as each new DM steers the game in unexpected directions. This approach is also a great way for would-be DMs to try running a game in small, controlled doses. In a campaign that uses plot points this way, everyone should come to the table with a bit of material prepared or specific encounters in mind. A player who isn't prepared or who doesn't feel like DMing can choose to not spend a plot point that session. For this approach to work, it's a good idea to establish some shared assumptions about the campaign so that DMs aren't duplicating efforts or trampling on each other's plans.
Plot points allow players to change the course of the campaign, introduce plot complications, alter the world, and even assume the role of the DM. If your first reaction to reading this optional rule is to worry that your players might abuse it, it's probably not for you.
Using Plot Points
Each player starts with 1 plot point. During a session, a player can spend that point for one effect. The effect depends on your group's approach to this optional rule. Three options are presented below. A player can spend no more than 1 plot point per session. You can increase this limit if you like, especially if you want the players to drive more of the story. Once every player at the table has spent a plot point, they each gain 1 plot pointWe have a group of 4 players/DMs. Looking for 1 or 2 More. The rules we currently agreed on are as followed
Character Creation Rules.
27 Point buy or Roll 4d6kh3. If you don't like your Roll you can switch to Point Buy.
Starting 3
All WotC allow. No UA, No Homebrew.
Race - ERLW Marks, VRGR, AAG and MoT not allowed.
Background - SCC, AAG, DSotDQ not allowed.
Deathsaves Rule
Each failed deathsave gains a level of exhaustion. It takes 6 failed saves to Die. 3 successful saves to be stable.
Nat 20 is 1 hp and awake.
Nat 1 is 2 failed deathsaves/ 2 levels of exhaustion.
1 level of exhaustion is lost via long rest.
Plot Point Rules
Everyone Starts with 1 Plot Point (PP)
You gain 1PP when you roll a Natural 1 or a Natural 20.
You can use 1PP to become the DM.
Once you use a PP you can't use one again until 2 other PP are used.
We are looking for 1-2 more players. If interested please let DM me!
The Gods Must Be Crazy Campaign is a variant game play in the DMG as read below. It is all on page 269 of the DMG
Quote:
The Gods Must Be CrazyWith this approach, there is no permanent DM. Everyone makes a character, and one person starts as the DM and runs the game as normal. That person's character becomes an NPC who can tag along with the group or remain on the sidelines, as the group wishes. At any time, a player can spend a plot point to become the DM. That player's character becomes an NPC, and play continues. It's probably not a good idea to swap roles in the middle of combat, but it can happen if your group allows time for the new DM to settle into his or her role and pick up where the previous DM left off. Using plot points in this way can make for an exciting campaign as each new DM steers the game in unexpected directions. This approach is also a great way for would-be DMs to try running a game in small, controlled doses. In a campaign that uses plot points this way, everyone should come to the table with a bit of material prepared or specific encounters in mind. A player who isn't prepared or who doesn't feel like DMing can choose to not spend a plot point that session. For this approach to work, it's a good idea to establish some shared assumptions about the campaign so that DMs aren't duplicating efforts or trampling on each other's plans.
Quote:
Plot PointsPlot points allow players to change the course of the campaign, introduce plot complications, alter the world, and even assume the role of the DM. If your first reaction to reading this optional rule is to worry that your players might abuse it, it's probably not for you.
Using Plot Points
Each player starts with 1 plot point. During a session, a player can spend that point for one effect. The effect depends on your group's approach to this optional rule. Three options are presented below. A player can spend no more than 1 plot point per session. You can increase this limit if you like, especially if you want the players to drive more of the story. Once every player at the table has spent a plot point, they each gain 1 plot point
Character Creation Rules.
27 Point buy or Roll 4d6kh3. If you don't like your Roll you can switch to Point Buy.
Starting 3
All WotC allow. No UA, No Homebrew.
Race - ERLW Marks, VRGR, AAG and MoT not allowed.
Background - SCC, AAG, DSotDQ not allowed.
Deathsaves Rule
Each failed deathsave gains a level of exhaustion. It takes 6 failed saves to Die. 3 successful saves to be stable.
Nat 20 is 1 hp and awake.
Nat 1 is 2 failed deathsaves/ 2 levels of exhaustion.
1 level of exhaustion is lost via long rest.
Plot Point Rules
Everyone Starts with 1 Plot Point (PP)
You gain 1PP when you roll a Natural 1 or a Natural 20.
You can use 1PP to become the DM.
Once you use a PP you can't use one again until 2 other PP are used.
We are looking for 1-2 more players. If interested please let DM me!
Last edited August 18, 2023 10:16 pm