I recently saw a quote about Star Trek novels but this made me think about best practices for shared campaigns with multiple GMs.

“Before the litverse, novels had a responsibility (possibly an actual rule from the publishers, but I’m not sure) to “put the toys back in the toy box” when done. In other words, existing assets (characters, ships, structure of existing galactic politics, etc.) had to end up the same at the end of the novel as they were at the start. This restricted the novels is in a certain way – despite how much danger he might be in, you know Sulu isn’t going to die if a novel is set anytime before Undiscovered Country.” (Source)

Probably any shared universe (be it a Traveller, D&D, or any other setting where GMs take turns running games for the same group) needs a chart of things that are “fixed” so the toy box is in order for the next GM.

So something like a “Session Zero”, but for Co-GMs.

We’ve had a really good experience in several of campaigns in our game club with rotating GMs in a shared campaign, so I’m very interested in this topic.

I think I’m finding that the easiest thing is to keep the PCs focused on smaller scale events rather than ‘save the world’. That way there’s not much ‘canon’ they could really effect.
“Save the world” doesn’t always mean that the PCs encounter a world-shaking event, but rather it can simply be “save their world”, which could be a regional issue or a PC related issue that may not directly impact the larger scope of the world. To the heroes it’s still a huge deal but their actions won’t necessarily change the geopolitical framework in the world.

Here’s a video that is worthy of review on this topic as well: