There are good reasons for aDungeons & Dragonscampaign to have more than one DM. Often, the DM wants a turn as a player and shares the reins, or a game has too many people for one table and forms into two groups running linked campaigns under a pair of DMs.

Whichever situation you find yourself in, sharing control over the game can bring up some new challenges. You’ll want to work closely with your co-DM both when planning out the game and running it. When done well, these games can become a beloved shared world for DMs and players alike.

The Kagu-Svirfneblin (deep gnomes) mounted on lizards, from Dungeons & Dragons.

Include Each Other When Planning

Multi-DM campaigns can go a few different ways, and it’s important that you both understand what you’re getting into. Which way you decide to go is likely to depend on why you’re running a multi-DM game and thelevels of experience you both have:

Benefits

One ‘Main DM’ With Spinoffs

One DM is liable to handle the main narrative, but theco-DMs might run sessions for sidequestsor substitute when the main DM isn’t available.

The main DM is able to keep their main plot close to their chest while still giving the other DMs chances todevelop their skills and participate in worldbuilding.

Nafas telling a story, from Dungeons & Dragons.

Complementary DMs

The two or more DMs draft an overarching narrative together and take turns running segments of it.

This isgreat if the DMs have different strengths. If one is good at running combat and the other at describing scenes, they can tag each other in for extra effect.

A glittering silver dragon with arcing horns and long whiskers.

Shared World

Both DMs might have campaign-length plotlines that happen at the same time in a shared setting.

This is great forchallenging campaigns with ticking clocks that stop the players from resting at will. The players will need to juggle time and resources while handling two sets of antagonists.

A Froghemoth Elder from Dungeons & Dragons sits, preparing to act.

Monster Of The Week

Weekly adventures are unrelated to each other, allowing DMs to step in and run a session when they want to.

This is great forgames with complex scheduling or open tableswhere you can’t be sure of the same players appearing.

Share Notes Between Sessions

It’s important that all the DMs are on the same page. Even if you were both attending the same game, you might have different recollections of events or ideas for their consequences. Schedule some time between sessions to fill each other in orhave a shared document in cloud storage where you both take notes.

This applies both to the narrative and gameplay balance. Keep each other appraised on these important points:

Be Strict On Scheduling

In a game with only one DM, it’s much easier to end a session earlier or later than planned and pick it up next time. This becomes more problematic if it forces your co-DM to change their plans.

Not all DMs are proficient atending a session at the exact point their plans worked out to, but it is important to do when running parallel games or when you’re handing over the next session to the other DM.

When you can’t do this, help the other DM to come up with a streamlined segue that moves the action along quickly.

Combat is one of the main factors that change the time of a session. If combat is dragging on longer than planned, you can have an external factor interrupt the battle and move things along by force.

Agree On Boundaries

Sharing the DM role can let people enjoy both sides of the game but it alsoadds new ways to accidentally ruin each others fun. Work with the other DM to set down ground rules on a few different topics:

Potential Issues

Awarding Power

If one DM gives out more magical loot than the other, both DMs will struggle more to balance combat due to the varying strength of the PCs.

Setting Tone

If you want to avoid giving your players whiplash with sudden tone changes, work carefully to agree on what genre your game is going to be. Don’trun a character-driven dramaif theother DM is running Always Sunny In Faerun.

Worldbuilding And Events

When one DM wants to include firearms while the other wants to nerf a specific spell,both DMs should run these choices by each otherto avoid being ambushed by players.

Handling Shared NPCs

Some DMs can get attached to their NPCs and would prefer co-DMs not use them. At the minimum, you should try toavoid killing an NPC they make without getting permissionfirst. You can also go over the backstories of important NPCs to ensure you both characterize them the same way.

Backseating

Invariably, you and your co-DM will approach certain situations and rulings differently. Some younger DMs may appreciate advice while running butdon’t undermine them by second-guessing their choices in front of the group.If it is significant enough to impact both games, bring it up between sessions.

The same also applies to metagaming. You and the other DM might both know where the campaign is going, but you should eitherkeep that knowledge compartmentalized to your DMing brainor take a backseat when the party encounters pivotal choices.