[RPG] How to keep surprising the co-GM when he’s playing in the campaign

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I recently started a D&D 5e campaign with my gaming group and one of my friends has decided he wants to GM also. The setting we're playing in is a homebrew setting; I created the general outline of the map and major settlement locations and we've been filling in the details through play. He wants to use the same setting and after we talked we decided it would be really cool to run two parallel campaigns of different parties that are both impacting the world at the same time, and whose paths may cross at some point in the future. He will be playing a character in my campaign, and I will be playing a character in his. Because of the nature of our campaigns, he and I will need to keep each other aware of major plot points that could potentially impact the metaplot.

What techniques can he and I both use to keep the other guessing and engaged while still participating in the story, and without taking advantage of any metaplot details? We both have confidence that we won't use the plot knowledge advantage for any direct metagame benefits; my concern is mainly how to keep him surprised in the plot while knowing what major events might occur in the near future.

Best Answer

This is a very fun idea. Here are some of my thoughts, which you hopefully find useful. Feel free to use one or more ideas, or none if none suit your campaign.

Your Co-GM's Character Has Other Things To Do

You may both know the major things that affect the world, but your characters have much more immediate things they have to take care of; and that neither of you have to share with the other.

Without knowing details about your homebrew world, here are some examples that illustrate what I mean:

  • If the next major event is an insurrection of the people against their tyrannous vampiric oppressors, one party might be a pocket resistance smuggling weapons and warfare paraphernalia; the other party might be a collection of people, meeting for the first time on the ferry away from the city, trying to escape on the eve of the rebellion.

  • If the next major event is the invasion of the villain and their army, one party might be in the thick of things, present at the moment the walls were breached and witness to the fall of their kingdom; the other party might be returning to the city after the scourge has passed, coming home to ash, dust, and rubble.

  • If the next major event is the return of a magical winter, one party might be busy paying absolutely no attention to it while fully knowing it's coming; the other party might be busy telling everyone they meet that it is coming.

The point is, just because you have a "shared destiny" in the world, doesn't mean you will experience it the same way, or experience the same things along the way.

Go for Simplicity

Don't decide over too many plot details with your co-GM. Go for simplicity.

Instead, set up something like "prompts" -- a small phrase that fully describes the entire core of the next "major event."

That isn't to say don't flesh out the world with him; you still do that. This doesn't mean don't agree on how the villain will ruin everything. It also doesn't mean don't spend hours designing the campaign with him.

The idea is only to set up a string of "prompts" to form the backbone of your metaplot, that roughly describe (1) what is happening, (2) where each party is, and (3) why they care about what is happening.

Design The "Major" Events Well

Imagine scenarios where, knowing what's coming ahead, when that moment arrives, each party experiences it in starkly contrasting ways. The goal is either to put in irony, serendipity, or revalation -- or something else that feels awesome.

  • On the King's coronation day, one party is standing beside the King; the other is about to shoot him in the head (and get away with it)

  • On the day of the villain's prison break, one party is summoned to give chase; the other, oblivious, is looking at a list of jobs at a tavern when a cloaked, hooded figure speeds past them on a horse, pursued by a party of mercenaries

  • One party gets a quest from an NPC; the other party comes across the same NPC later and is revealed to be a demon

But once you've decided roughly what's going to happen next, stop there. Put an emphasis on the fact that the next "major event" affects the two parties together very tangentially, but affects the environment a lot, so both sides have a lot of room to be affected by and interpret the circumstance independently of each other.

Forget The Metaplot

Create an independent, self-sufficient story arc independently from your overarching plot. Then, at times that your private story arc interacts with the metaplot (during these "major events"), flesh out how those two lines clash and merge (but only by yourself, your co-GM doesn't need to know).

This is a good way to catch your co-GM's engagement in your story, and keep them on their toes. Because you're GMing as if there was no metaplot, they will have no way to use their knowledge to benefit themselves, even accidentally, unless they try really, really hard to break the campaign.

The Party Will Surprise You Both

It goes without saying, but you may not have to keep your co-DM on his toes yourself, because you yourself will be constantly adjusting to your players.