For years, we in the BROSR have been telling each other, “There must be a better way.” The challenge of managing two score and more players in a single campaign that encompasses multiple levels of play are myriad, and adding DMs to stick to Gary’s original ratio of 20:1only goes so far. The demands with respect to information management grow exponentially with each player, but DM powe scale linearly.
I myself have run no less than three failed experiments in this regard, and none of them due to the heroic efforts of players. We had the talent, but we didn’t have the tools.
Until now.
Thanks to the arduous efforts of Jeffro, BDubs1776, Rule of Thule, and DM_Serious, we have cracked the code and unlocked unknown secrets of “the better way”. Here, let BDubs explain:
The new concepts in question are called Docketing (originally created by myself [BDubs1776]), GOSS (originally created by Doomstone Crom), and SEEN (originally created by DM Serious). To understand these concepts you will need to completely change the way you imagine a D&D campaign.
Stop conceptualizing D&D in the conventional manner of four best friends getting together with their adventure party to tackle a series of challenges presented by their Forever DM pal. Start conceptualizing D&D as a Braunstein where those four Player Characters (PCs) may level into domains with competing and opposite interests.
Brilliant stuff. The secret here mostly demolishes the player-DM distinction, while still allowing you before considerable fog of war. The GOSS system maintains the DM’s role as the primary clearing House for secrets, rumors, and skullduggery. The SEEN system pushes most of that effort back onto the shoulders of the players, and it does so in a way that invites and encourages if risk and reward. Finally, the Docket system incentivizes players to resolve their own conflicts with the explicit threat of letting somebody else do it for them.
These three principles working in concert represent a major breakthrough in RPG technology. Not only do they drive campaigns forward, not only do they crowd source information management, they do these things in a way that brings out the best in players. They allow players to share in a campaign in ways heretofore unthinkable. They demand a respect and generosity among the players that far surpasses the pinnacle of OSR thinking (read: muh spotlight).
Even better, it is guaranteed to expose the small-hearted and selfish players by forcing them to reveal themselves early and often.
If you want to take your game to the next level, you need to get your hands on a copy of UMBROS and read the Drakonheim AAR. They lay out the systems complete with real-world examples of the sort of epic results you can expect to achieve.
To see HOW MUCH WORK went into discovering this groundbreaking technology, Back Winning Secrets TODAY!

