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Marvel Multiverse RPG

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Game Master's Laboratory

388 members • Free

7 contributions to Game Master's Laboratory
Safety Tool Question
(N.B.: I'm not asking for a debate on the utility or necessity of Safety Tools in RPGs) A question for RPG players and GMs: I'm building a new Safety Tool similar to the X-Card but with a wider range of message. (The X card is a clean, direct, non-verbal way of communicating a single, important piece of information. In the case of the X Card, it's "Stop everything right now") There are some other similar safety tools out ther. The X-Card was expanded to include "N" ('please fade to black'), and "O" ('everyone OK?'). What sort of things might you want to communicate to a GM (or have communicated to you) in a way which doesn't necessarily interrupt a scene? And -- I can't believe I have to say this -- but they don't necessarily need to be bad things. Here are some examples: - "Can we take a break after this?" - "Proceed with Caution" - "I enthusiastically consent to this, even though my character seems to be hating this" - "I have a rules question"- - "More of this, please!" - Think of it like a semaphore or an ideaogram. It's a way to communicate a potentially complex idea in a single moment. What sorts of things do you want to be able to communicate to your GMs?
1 like • 15d
I personally use 3 cards (red, yellow and green), but I give the following spiel: Red: I'll communicate anything anyone has already shared in an anonymized, "this is what we collectively have agreed to leave off the table/lines". But I also indicate that consent is ongoing, and that you may not know until you're in it that something is a line for you. Examples I have seen in play are car accidents and pregnancies. This de-stigmatizes the process, and I assure them that I can pivot away should something like that occur. Yellow: These match "veiled" items, and the example I usually give is that for me, a little eye gore goes a long way. Similarly, if we're allowing sex there will likely be a 'fade-to-black' threshold defined here. Green: this is two-fold: it's great for cheering on fellow players in a way that is non-disruptive. It's also great if you're giving an impassioned roleplay in which your *character* is having a hell of a time, but you the *player* are here for it. I give this spiel nearly verbatim in all of my games. For campaigns there's usually a preliminary process for getting agreement on overall tone and content, but then these are the actionable tools in-session.
Gaming system question
I know Dnd 5.5e is not popular with a lot of folks, just wondering why. Also curious what systems are your favorites and why? I'm in my first year of ttrpg-ing and don't feel I can take on learning a new system yet but I'm just wondering in this group what factors influence your likes and dislikes about various systems. I have played some independent systems at conventions and enjoyed them, and I do like the combat mechanics of Pathfinder, but Dnd is really big where I live and I already have a lot of the physical materials so I'm pretty invested in it for awhile. Open to any thoughts though, thanks!
1 like • 23d
My top four games are, in no particular order: Legend of the Five Rings, 5e (which is kind of a fusion of L5R 4e and GeneSys). The One Ring, 2e (yes, there is a D&D 5e-compatible parallel game, this one is infinitely better) Mouse Guard (effectively Burning Wheel, but simpler) Root (Powered by the Apocalypse, based on the board game Root)
1 like • 23d
Regarding D&D: I refuse to financially support Wizards of the Coast, and haven't since 2022. Also, as a game, it is too tactical and fiddly for fun and easy narrative play, but it also doesn't do the tactical play well either. If you want solid tactical play, do Draw Steel or Pathfinder or Lancer or something. If you want solid narrative play, try almost anything else.
Building encounters for D&D is not fun (for me)
This post is certainly not intended to make people angry or start some sort of online war. I will go out of my way to say that I'm not a "strict" DM by any means and I have in the past found D&D a bit restrictive both as a player and a DM so I tend to run games loosely. Right now I'm running a game for 4 players using 2024 rules and they are currently all level 4. The players are just about to open a tomb which has a warning on it about it containing a "warrior" which is basically me hinting that there is an encounter in the tomb. I want the encounter to be challenging because the tomb holds a vital piece of information to the story The last encounter I built for them was according to the builder "deadly" but they cleared it with ease. I find the whole challenge rating thing incredibly confusing, even more so because we are not using XP. Any encounter builder that I have used has said "this might TPK the party" and it just does not have that effect. I'm not trying to TPK the party, but I do want them to feel challenged and feel potential danger. It's incredibly frustrating and something I really dislike about D&D. Rant over.... Advice welcome
1 like • 23d
CR is functionally useless as a metric. There are lots of resources out there on how to fix combat building, but the one that worked best for me was not running D&D. The two D&D games I do run are completely unoptimized for combat and are more social intrigue games with some fighting where 'balance' is more of a vibe check than a calculation. As a point of comparison, the encounter-building instructions for both Daggerheart and Draw Steel work infinitely better, in similar genres. Daggerheart's tends to err slightly softer than I prefer, so I aim for the upper end of any threshold I'm aiming for.
AI, a Tool not a Replacement.
I use AI a lot for RPGs, in my case DnD 5e. I’m confident some of you hate AI and for good reasons. Some may be unaware. We may know people who let it replace their own creativity. I brainstorm with it. For example, we had Session -1 last week. It my first time facilitating it and I’m sure it needs inprovement. We developed factions. Well…we developed a ton of ideas for factions. I will use one as an example. The players feel done, so I want to organize their faction ideas into something cohesive and then ask them to edit it (we need one more short Session -1) So I said to AI, “Now let’s create factions. I’ll give you the notes from Session -1 and then let’s discuss the faction. Discuss! I don’t need you to create a faction for me.” Then I gave it these notes: The world is a little bit like Harry Potter, with some people that know about magic and most people do not. - This faction wants everyone to know about magic, wants to expose magic and make it public. They want power and to control it - They are hunting the party. Opposed to the magic group and the cleric group that dislikes use of magic not sanctioned by the gods. They are working behind the scenes — working with the assassin’s guild. It’s a network of cells, not centralized AI asked about their motivation, what they thought was wrong with the world, and what their methods were. Also, why are they hunting the party? Finally, it asked how united or decentralize the cells are. I used voice-to-text to give it a long answer in response to everything it provided. 1. It clearly didn’t understand my notes because my notes are out of context. So I explained them. 2. It asked a lot of really good questions and made some suggestion suggestions. 3. I disagreed with a lot of the suggestions, liked some of them, but the best part was that it launched my own creativity. I know all the other background for this world and the probing questions and ideas allowed me to really think about what the players wanted.
3 likes • 23d
The stronger and more opinionated your starting prompts are, and the more willing you are to reject responses as incorrect/inadequate, the better the overall feedback becomes. You're still going to throw out 80%, but the remainder is quite actionable.
Game Prep Notes
I would love to see examples of how you prepare notes to be useful for you while running the game. How can notes support proactive gameplay? As an example, here are notes I have thinking Twilight (a cleric) might go back to the clinic where she used to work, some reminders of goals, npcs, ...
Game Prep Notes
1 like • 23d
So I use a combination of tools for note-taking, since I'm running so many different games/etc. The big combo is Google Recorder + My Archivist + Obsidian + Foundry + Claude Code. - I record audio of all my sessions. - I dump the transcript into My Archivist, which creates a session recap as well as timeline and NPC/item/location compendium. It's AI-generated but it allows you to proofread and edit, which is always necessary, but it saves a ton of work. - I export the markdown files from My Archivist to store locally in my Obsidian notebook for that campaign. When applicable I also have things like Foundry actors exported into the same directory, and I used to primarily use Notion, so I have exports from there (still using it for my Ars Magica campaign). I've attached a couple images with my folder structure. - I have a series of text files (THREADS.md, SCENES.md, GM-TODO.md) in the 03-planning subfolder. During the previous session or throughout the week or two I'll make notes about key things I hope to have happen or am considering. Where appropriate I'll write up internal canon and put it in 02-gm-canon so that it doesn't show up for the players in My Archivist, but it can still be taken into consideration by me and my tools. I'll provide a couple examples below. When I'm ready to lock in a new session, I'll back up these files and then point Claude Code at it to propose updates to THREADS and GM-TODO based on my notes and the updated campaign files. - Run the session, rinse, repeat. Here are some examples: Ars Magica: **Completed events:** - Certamen: Eogan eliminated Round 1 by Mira of Fudarus - Hastiludium: Won R1 (vs. Montverte) and QF (vs. Scarem Montem). Semifinalists. - Dimicatio: Dagmar won R1 (vs. Exspectatio) and R2 (vs. Kunfin). Semifinalists. **Still pending for the PCs:** - Hastiludium Semifinals - Dimicatio Semifinals (Dagmar) - The Joust Round 1 (vs. Cunfin) - The Melee (all teams simultaneously) - The Norman Conquest (Group: Sjorseidr, Carnac, Fudarus, Merces Aurea)
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Jordan Peacock
3
45points to level up
@jordan-peacock-5167
Currently running campaigns of Daggerheart, D&D, The Expanse, The One Ring, Legend of the Five Rings, VtM, Good Society, Ars Magica

Active 7d ago
Joined Mar 18, 2026
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