[RPG] How to transfer control of a campaign that is mostly “make it up as you go”

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For the last year I've been DMing a campaign that has included a lot of "making it up as I go", but right now I don't even have time for that. We've decided that I'll transfer the campaign to another player and make a character for myself.

But I'm not really sure how to properly hand over this campaign. There aren't a lot of notes or maps, but there is a fairly extensive written story of all the session notes put together. In it, there are lots of events, and most of those have at least some backstory that we players were either investigating or that was going to come back to haunt them later.

I don't want to overly constrict the new DM, but I also don't want to get him in trouble because the old players later decide to explore something that he doesn't really know about. The new campaign will be set a few years after the old one, so at least there's no immediate trouble, I think.

Should I go over the entire session notes with the new DM and explain the background, or should I just let it go and only explain if he has questions? Are there other possible traps for when a campaign is transferred to a new DM who used to play in it?

Best Answer

Let the Baby Bird Leave the Nest

Having rotated a campaign through many GM hands, the least disruptive thing we found was to not worry about it. Your turn at the helm is over.

Our group has multiple people that like to GM. We created a world we really liked and want to continue exploring when it is someone else's turn to run a campaign. We decided that the campaign and characters would be run on a rotation through the various GM's. At first, the first GM built up a lot of plot and planning, and when their main story arc ended, handed that off to the next GM (me). This was a major problem for me, and the group. There were things in place that did not make sense for me to run, and the old GM tried to sort it out (tried to protect her 'baby').

Sessions were slow and awkward until we decided to simply scrap the plot I was handed, and abandon the notes and details of unexplored lands. This freed me to offer a new arc to the players. This is how we have been running it ever since - the GM runs their piece, then hands it off to the next. Anything that they want to touch on later waits until its their turn to GM again.

You are way ahead of the curve on this, as you have nothing to hand the next GM. The main problem you may run into is "This is my baby" feelings about the campaign. You will have them for the first few sessions. Don't act on those feelings. Let it go, and let the new GM show you a new story with the characters and world.

Because you are (probably) not leaving the game on a natural end of an arc, only give the new GM a vague idea of what was to come. They should be able to fill in the blanks. Try not to get upset if it does not come out the way you had planned.