Super excited to share that Origins has accepted my bid to do two speeches based on the wonderful works of friends the Fishel Brothers. An Introduction to Proactive Role Playing Thursday at10:00 am and An Introduction to Collaborative Campaign Design Saturday at 10:00 am are live now in the Origins system. I know I have been a bit less active in this community as of late ( new job and also back in school), but I am still singing the praises of this work. I would love to meet up with any of you all at Origins this year if you are able to make it, either at these events or just in general!
Does anyone have any opinions on web based organizational tools? I have subscriptions to World Anvil and WorldSmith.ai. I purchased Amsel Suite, Quest portal, Dungeon Alchemist, and Arkenforge. Any tips on how you've used these.
Is anyone a professional/paid DM? I'm hoping to write off all my D&D/TTRPG expenses and to do so I have to run enough paid games so that I can tell the IRS I'm serious about making money off this endeavor. I'd love to pick your brains about how you do it.
The only person I know that does it professionally with any regularity is also Real Estate Agent. I think the hard part about it as a side hustle for most people is going to be having a main job as well, plus a social life (or familial obligations, as for example he is a father of 5). He runs games for people normally from 11am-3pm central but his players are playing in time zones where it is the evening.
Proactive roleplaying (PR) advocates that PC goals should drive the story. Collaborative Campaign Design (CCD) posits that story is driven mostly by PC internal struggles being overcome by confronting player obstacles and that encounters should be designed with this in mind. (That is my very high level summation of that part of the book - let me know if I got that wrong). With that in mind, is there every a tension between the two objectives? It seems like a player could set goals that don't really do anything to overcome their PC struggles. Is the job of the game master then to design encounters that will both help the players meet their goals while at the same time helping them resolve their struggles? Or am I just completely over thinking this?
@Mark Petersen I am very proud of this player, and plan to give him a lot of spotlight for this short campaign. He has been a very passive player at a lot of tables, but I have been seeing him push a little harder to have a character concept in the last few games we have played together
Have any of you tried to use these principles in a West Marches campaign? Would it change how you apply these principles? I'm not sure if it would but I'd be interested to hear if anyone has tried.
@Mark Petersen I run a ton of one shots as both a Con Gm and a person who likes trying new systems. I like the idea of getting them a home base. How many players are you expecting?