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220 contributions to Game Master's Laboratory
Bugs as Beasts of Burden?
Where might my players encounter giant bugs that can be domesticated? Which species would you pick as mounts and beasts of burden? What might the players provide that they need... In my Beyond the Wall game, we have ended up with a bit of a plot hole. We need some mounts and beasts of burdent to move mateirals, but the storm requiring that everyone take shelter means that there would be precious few in the outer city. I asked the players and their pitch was bugs, giant bugs. I can see them reacting differently to a storm and not being affected by the curses etc. I can see them not directly competing for paturized land. Sometimes I think they come up with these crazy ideas to see if I can figure out how to make it work.
3 likes • 7d
The party laughed at a lot of the options I suggested, including about 10 minutes of joking locust's jumping into the upper atmosphere, but settled on beetles and possibly domestigating them by harvesting sap from a particularly rare tree variety that is playing a prominent role in the story.
Beyond The Wall (campaign journal)
I pulled together a group of story focused players to try an emergent campaign (collaborative+proactive). I am going to use this thread to share periodic updates on how it is going and what is working. Meetings will be sparse this fall and then weekly after the new year. It is five players from my in-person games who had to move out of town.
1 like • Aug 3
@Tristan Fishel I will be better about doing the prep I enjoy doing and working around the stuff that feels like a job.
2 likes • 7d
SESSION 28 - The party snuck into the inner city for the first time. First on their list of activities was "a nineties chick flick shopping montage". It started with mass invisibility in an alley and the rogue sneaking off to steal an outfit. Of course what he could grab didn't fit him and another character had to go buy outfits for everyone else. In the start of session engagement question I had asked for a responsible and irresponsible thing they wanted to pick up, and Mara's was little trinkets and gifts for everyone she knows. So as she went to buy things I asked everyone else to share a trinket she spots that distracts her from her task. They loved it and had perfect little ideas of dumb little things for NPCs in the outer city. It stands out that this worked because they knew the other characters and cared about the NPCs. This knowledge was there because moments like this reward them investing in each others characters. Then Mara's player got a turn when I asked her to add what about the outfits she picked up was more/different than what they had asked. As an example, Vil's little anime pant suit apparently had frills at the top of the socks. I am not sure this would work for all groups, but breaking up solo time by having the other players add detail to the story seems to really fit with our table's interpretation of proactive gaming.
Gameplay Loops and Goals
I found my players had an easier time not over-thinking goals, and all their criteria, when I prompted them with simple, straightforward questions. The one that helped me with short term goals was "what do you plan to do next session or two?" But I never came up with an equally down to earth way to ask about mid or long term goals. I recently found a video about game loops and TTRPGs. Stephanie proposes these 3 loops, at different scales: Meta loop: Why does your character care? Progress loop: How do the characters move forward? What are they striving for? Core loop: What are they doing right now? (Or next session) To me this seems super helpful for assisting my players with goal making. To me they line right up with Long, Mid, and Short term goals. https://youtu.be/9HXCPiP54R8
3 likes • 16d
"fake planner friends" I feel seen. More seriously, her level of planning and using it for scaffolding improv really appeals to me.
Ashgate - Navigating Intrigue in a Morally Messy Frontier (campaign journal)
The frontier fort town of Ashgate is home to 400 souls, each trying to make a life at the eastern end of Woldarm’s Passage in a strange and unfamiliar land of strange beasts, volcanic lakes, and mud pots. Agents of the Black Hand skillfully manipulate the politics of the many interested factions to hold their control and push down challengers to their strange rule. Wolfram’s Passage is an ancient pathway under the Spine of the World that was hidden for centuries under a pyroclastic flow. Since their discovery a hundred years ago, Kigs and Vess have leveraged their Passage to grow a black market trade between the Manyhorn Traders of The Expanse and the Spicers’ Guild of the Azure Coast. Under the watchful eyes of Black Hands Agents, this trade slowly built a small population of hospitality workers and caravan drivers, most of whom found a new home across the Spine to escape something from their past with the anonymity of a new start. Life is cheap in Ashgate, but it is theirs. A year ago, something notable changed in Ashgate. Unknown to most residents, the Black Hand made a compact with the Arcanum to develop the mining of essential minerals depleted across the Azure Coast: minerals that are rich and untouched in the lava fields of the eastern Expanse. The result in Ashgate has been an influx of prospectors and explorers who venture beyond the Fort in search of buried riches. Some of them come back. Fewer know why they are here in the first place.
3 likes • Jul 1
SESSION 1: We had our first game session on sunday. They are still struggling on actionable goals, but we are moving in the right direction and I was able to take some of the more motivation / backstory themed attempts and bring them into the story anyway. One of the surprises of the session is the difference in pace between this in-person game with three players and the online game with five. I am not certain if the difference is the number of their players or just their style of wanting to move in the story more. It is also apparent that the prep I need will be very different. Cool moment - Lori is keeping a low profile from her family who thinks she is dead, but decided she needed to meet with an NPC connected to her family anyway. When she found out he would send a letter home, the session became about intercepting the letter without having him find out and send another. Secondary objectives make everything more fun.
2 likes • 24d
SESSION 6: I love when the game shifts in an unpredictable direction and my first reaction is possibilities instead of more work. They got back from their expedition and needed to decide how and to whom to report. The weaker faction had called for elections while they were out. I had imagined some manipulating behind the scenes and some fallout. Of course they jumped in, convincing their adversary faction to nominate them as representatives, playing both sides. And as we wrapped up I learned one of my corporate attourney player spent a decade running political campagins. This is going to be nuts.
Aug 24 • 
Advice
Running a big combat/ rescue mission
My campaign (dnd 5.5e) has been going pretty steady (thanks to many of you here who jumped in with advice for me and the Fishel bros. books) and we've just had a bit of a summer break. Essentially the group is gearing up for a big rescue mission. I'm familiar with the concept of dialing up and down the difficulty level but I was wondering what you all keep in mind for running something like this: They are rescuing a party members long lost grandfather who has a special time traveling ability. They're fighting kind of like a fascist organization of dwarves who are aligned with an evil wizard group (that is after a different party member). The party has yet to align with some factions they might share similar interests with. My teen son who is in the party has told me my combat has been getting better, (originally was hard for me to think past the monsters lol) this is what I've been doing, I'm looking for just any other ideas you keep in mind when planning combat. - having interesting terrain, traps, objects - Maybe having countdown clocks at different points - Smarter monsters , monsters that turn into other monsters, different waves of monsters Thinking of adding more innocent bystanders, maybe unclear bystanders. Also more height or trench/ underground possibilities. Maybe this is enough but thought I'd check with you all here! I'm aware that maybe the best way to make combat more interesting is to use a different system 🤣 but this is what everyone is into.
3 likes • 25d
Some of my favorite adds in a party with a grappler or athletic character is visible traps/hazards like a pit or fireplace. Have the bad guy try to push on of them in. A second was a valve or lever that triggered some kind of trap like dropping a porcullis, releasing a poison gas, etc. This only works if they understand it can do something dangerous. If you have chaos gremlins, the bad guys are keeping a wild creature in a fighting pit. Releasing it will cause it to attack whomever is closest (when the wild attacks the bad guys have the player that released it roll for its attacks).
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Eric Person
6
1,364 points to level up
@eric-person-8885
he/him - player and GM of TTRPGs since the early 80s - playing mostly pathfinder at the moment

Active 5d ago
Joined May 14, 2025
California
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