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2 contributions to Game Master's Laboratory
Long Rests
I have a party that thinks, when they run low on spell slots and hit points, they can just take a long rest anywhere -- the middle of a corridor, bridge, hallway -- you know, high-traffic areas -- and they are back to 100%. I constantly give them random encounters, which do tend to happen in hallways, but they just keep trying until everyone gets bored and I just say, "the night passes with out incident". I need to find someway to give them consequences, but also give them some mechanism to where they can take a long rest that makes sense. I'm open to any ideas. Thank you.
3 likes • Aug 28
I like that response. Thank you, Jordan! That is very helpful.
3 likes • Aug 29
It does! Thank you, Tristan!!!
Running a proactive one shot?
Hi all! First time DM here - although I have been a D&D player for over 4 years now, where I've been in multiple campaigns and one shots. I've also ran a couple very very elaborate but successful murder mystery parties that my group said felt a lot like larping/irl d&d if that counts 😂. I discovered Jonah and Tristan's book on proactive roleplaying in my local bookstore a couple months ago, and it CHANGED my life! So many of the things that I had struggled with as a player seemed to be addressed in this alternate DM style, and after discussing it with my group everyone seems really excited to try and give it a go. I am running a one shot (although I'm calculating it will be about 3+ sessions with my group) to try and test the waters a bit for possibly DMing our next campaign. I am using a published homebrew adventure (Fey Fayre by r-n-w), although I am changing lots of it to make things more mature and increase the content + difficulty. We are still doing a session 0 (this Sunday 30th August, eek!) so that everyone can finalize their characters together, do the goal creation, and contribute to the world building. Then, I'll have about a month before we are supposed to have our first session, which should hopefully give me enough time to plan everything out. Most of the examples in the book have been written for more long term campaigns, so I was wondering if anyone has any tips specifically for running it for a one shot? Particularly one that will be adapted from an existing game? How much information should the players have about the world prior to session 0? How many goals should they realistically set for this one off game with characters they likely won't be using in a future campaign? I was thinking it would make sense for the players to have a mid term goal for the overall duration of the one shot, and then maybe two short term goals although I don't know if that's too much/too little. How many factions should I worry about creating and including (other than the obvious ones relating to the feywild courts).
2 likes • Aug 28
Best of luck to you for this Sunday, Linda. The best advice I can offer you is less is more. I find many time players create their own problems and goals in the session, i.e. they are doing work for you. I'd keep it to one or two goals and maybe have a third one ready to go. And then not to overload them with backstory. Again, if it's just a one-shot, keep it simple for them....but also for you! I have found that 60-75% of what I plan never gets used..but everyone still has a blast and that is the goal. Keep it simple for them but also for your sanity. All the best. Would love to hear how it goes.
2 likes • Aug 29
@Liana Mostafa My pleasure, Liana. And apologies I got your name wrong in the initial post. I see it's now Liana. Have a blast!!! You'll do great.
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Actor, Stand-up Comedian, Filmmaker in LA

Active 32d ago
Joined Aug 12, 2026
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