I’ve been playing Dungeons & Dragons since my freshman year of college. While I had read a wide (albeit random) selection of D&D material, I never pursued playing while in high school. I lucked out freshman year – I met a fellow freshman, Camilo, in the same boat as me with regards to the game. My recollection is that I mentioned wanting to give D&D a shot one day – and he mentioned owning the books to the then new 3E ruleset. The next step is pretty easy to guess – we found some other students willing to give it a shot, we read the rule books, and away we went!
Over the years, we played a lot of D&D, not too surprising given our geekiness overall. In every game we played, we found ourselves on opposite sides of the DM screen – the other players were more interested in staying on the player’s side of the table. Given our interest in the game, and our turns at being DM, we spent a lot of time providing feedback or ideas to each other. We fell into a habit of discussing the game the day after a session. Through these discussions and our ongoing friendship, we discovered we work well together. The majority of ideas coming out of our post-session conversations would find their way into the sessions. Some fraction, however, would be held back; an unfair advantage existing for the player or ruining the impact of surprise and novelty. We would joke about one day surprising each other with these ideas, although in practice most of them fell by the wayside.
We had our first shake up almost ten years later – we both lived in the same city, and a relative newcomer to our group took the DM’s seat. For the first time, we found ourselves in the same adventuring party – and we really enjoyed it. All of the teamwork built up from years of discussion clicked – we worked well together in combat, and we had a ton of fun role-playing outside of combat. Furthermore, we continued discussing ideas for the game, but were no longer putting them into play. We spent more time elaborating on our thoughts throughout the campaign, and got excited as ideas began to grow, intertwining with others, spawning offshoots. We enjoyed both sides of D&D – playing together in a fun campaign during sessions, and brainstorming new ideas and experiments outside of them. After about a year of this campaign, however, one brainstorming session turned to our history of wasting ideas due to one of us always playing through them – and we hit upon the obvious idea. Why not run with two DMs, and continue to work as well together? We started thinking about the idea, and quickly discovered an outlet for the years of ideas. We just had to figure out how to make it work.
Starting the Experiment
Now, we wanted to give it a shot, but with the number of ideas and possible approaches we could take, we decided to start with a simpler approach. We didn’t know how gameplay might change, or what complications we might encounter, so we came up with a plan for our first few forays into co-operative DMing. We pulled together a group of players, largely composed of friends from out of town, chose the module Cairn of the Winter King (from the Monster Vault), and ran our very first dual-DM session.
The first steps of the session felt fairly normal. There wasn’t any advance prep, so we set the players to building characters – newer players having the DM guide them through the builder, and more experienced players having us available for answering questions. The building was sped up from having two DM’s on hand, but nothing out of the ordinary. The party assembled, we moved on to the actual meat, and we started to see the real impact. We started almost immediately with a group of guards interacting with the party. Having two DM’s means two NPC’s can be actively interacting with the party (and each other.) The conversations ended up more dynamic, with additional participants adding color to the role-playing. The interactions were further improved by the improv options opened up with two NPCs in play – we could suggest new twists to the situation, or play off each other as the story unfolded. There’s also the added benefit of being able to actually pull off bits of theater that are impossible with a single DM – NPC’s actually interrupting one another, or more realistically arguing. Both DMs and players reacted positively to these changes.
After some initial expository setup and role-playing, the party hit the first combat in the module. We had discussed possible approaches to using two DMs in combat, and for the first go around, we chose to stay as similar to a single DM approach as possible. Splitting the DM’s role in an informal and fluid fashion turned out to smooth the flow of play significantly. One DM could easily disengage from the combat momentarily to handle consulting the rules or discuss a power, and not leave the rest of the group waiting. The other DM could flesh out the combat with more flavor, or field questions about the monsters or possible strategies, and keep the party engaged. Resolving turns under DM control went much more quickly as well. Enemies were roughly split up give us equal workload, as well as introduce some parallelism to monster turns. Monsters played differently with different DMs controlling them. Furthermore, we could resolve multiple actions at once, returning play to the party more quickly. We also found ourselves able to catch missed conditions or minor subtleties of particular rules. Furthermore, with the cognitive load balanced between two people, we could devote additional effort to coming up with creative flourishes and additional color to add to the combat.
The final bit of the evening was a skill challenge. In previous 4E campaigns, neither of us has ever had much luck with skill challenges – for all that we appreciate the goals they aim to achieve, they’ve never felt quite right. This time, the skill challenge turned into a highlight of the session. Part of it, for us, was the well thought out skill challenge provided in the module. I think part of the difference is having more structure available for the players to work with – our normal skill challenges are much more open ended, and often ran slower as players tried to develop approaches to solving some aspect of the problem at hand. This skill challenge started with a concrete goal, and introduced fairly concrete obstacles and complications, which helped to paint a scene for the players to work within. This again earned a boost from an additional DM – both of us introduced obstacles, and reacted to players trying to solve them. The tone and pacing of the skill challenge took an added layer of drama – at the height of the skill challenge, the obstacles were stacking up almost faster than the players could handle them, and the tense atmosphere made the players react with much more satisfaction and relief as they figured a safe path through. It ended on a particular high note – one of the final challenges required everyone to make a check to make it through, and all but one player had made a roll. The last one, an Artificer, came up with a particularly clever ploy using his character’s powers to jury rig a device to provide an elemental shield against the elements. Given the atmosphere that had built up, the tension broke and the players began to celebrate their success. A great way to end the experiment.
Our first attempt at dual DMs came off better than we had expected. We were able to not only take advantage of having two DMs to give more attention to the players and the scene, but also work together to reduce errors and smooth play. Furthermore, there were several relatively simple things we could do that a single DM simply could not. But we were just getting started exploring these ideas, and we weren’t done with the idea yet . . .

