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Game Master's Laboratory

263 members • Free

100 contributions to Game Master's Laboratory
Feeling uninspired
Hi all, I'm 6 months or so into my first proactive campaign. I'm doing it for a group of kids (9-14) in my community. Overall it has been a lot of fun and they really loved the collaborative world building component. But I'm noticing is my motivation and creative inspiration has been dropping significantly. Every week when Thursday rolls around it feels like a slog to design the encounters and do the additional worldbuilding. I have a few thoughts that give context to this and I'd love everyone's thoughts. First, one of my main motivations for proactive roleplaying and collaborative worldbuilding is because I love facilitating the creativity of a group. I used to be an orchestra conductor and I loved creating containers for people to play and be creative while I gently nudged them along. This is true in other contexts as well. I love workshop facilitation, group discussions, and anything like that. Thus, I leaned into collaborative worldbuilding because I wanted the creative ideas to come from *them* while I shaped them. What happened in reality is that, no matter how much collaborative worldbuilding we do, it leaves at least 60-70% of quest design, and other details of world building for me to do. There's just SO MUCH detail that goes into even making a small scene interesting that I'm finding there's no way to have the players cover even half of this world we are playing in let alone the actual encounter design. So, the first thing that's contributing to this dip in motivation feels like I'm actually not interested in doing nearly this much world building myself but this approach actually leaves a surprisingly large amount for the DM still to write. Second... the fact that it was *their* ideas that generated the world (and not mine) I think contributes to this dip in creative motivation. It's not that I *dislike* their ideas outright, but they just didn't pop out of my own creative brain. When I did a DM coaching with Deborah Ann Woll, she emphasized the importance of a kind of "scratch test" that writers do to see what inspires them. Like when you get tested for allergies (or used to), they would put certain allergens on you and see what bubbles up. So she encouraged me to do the same thing for writing / DMing. Write all kinds of scenes, tropes, story archetypes and see what moves you.
2 likes • 8d
I just started my first truely proactive game, but I have seen this similar dip in motivation in traditional campaigns. - Is the campaign finished? Are people done with the characters and tension and ready for something new? I had one game where I was interested in the ongoing character story, but the players had gotten bored with their character mechanically and started to tune out. - Is it clear what a given player will enjoy in a scene? Some players give me a ton and even if it is not my cup of tea, I can add content that will excite and motivate them. It is different when it isn't what you want and they haven't give you enough to know what they want and enjoy. It is this fishing for motivation that wears me out the fastest. - Do the players want a story focused game or a kill-loot-repeat dungeon crawl? It took me a while, but it is now crystal clear to me that you can't make people enjoy story. Not every game is for every player. I bite the bullet when playing with my nephews. The time with them is more important to me than my level of enjoyment of the game. Good luck in finding your way back to the sweet spot.
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 • 10d
FROM A PLAYER: "The DM brought up a concern with me that he didn't feel that the goals structure we were working with had made a significant impact in the game up until now. My response to that was twofold: First, if viewed as a narrative in the way you would look at a book, you would be correct; few goals have even been touched on, and even fewer seem to have made any progress. However, this isn't a book, this is a game. The important part isn't the accomplishment of the goals or even notable progress, but the pursuit of them through gameplay. Our experience as players is different and separate from the story being told, and the goals structure has already had significant impact, even if we haven't seen any conclusions yet." I think the insight is that goals are impactful before they are accomplished in motivating character decisions and presenting choices.
1 like • 9d
SESSION 4 - Proactive gaming works well with critical role's new house rule of leveling up in a story relevant moment. Had two characters level up last session. The player's both picked moments where they pushed through internal struggles to acomplish a goal. Both felt cool at the table. I am not sure it will work well with all players, but worked great with mine.
Interviewing the Alexandrian
We’re finally ready to release the remaining interviews we did a few months back! This week, we’re chatting with the Justin Alexander (aka the Alexandrian, and author of So You Want to be a Game Master) about all things GMing! You can watch it on YouTube, or find additional discussion and commentary here on the lab under the classroom tab. https://youtu.be/QuuzPIZZSq4?si=qoq4bTsDIPFfGlpq We’ve been chatting with some of the best GMs in the business in a “GM Masterclass” style podcast, aimed at providing advice and techniques for more experienced GMs. We’ve posted our chats with Bob Worldbuilder and The Questing Beast, and you can look forward to some wonderful folks as we continue posting new interviews in the coming weeks! You can also find shorter clips of those interviews on YouTube, Instagram, and TikTok.
4 likes • 10d
That was a very insightful interview. I love the idea of a ttrpg book club. Sort of a different beginners box
Table set up from session 1.
I started DMing my first campaign yesterday. I wanted to share this shot of my set up because I think it's epic and augers good things about how this will go.
Table set up from session 1.
2 likes • 11d
I love the setup. I have gone away from using a screen (other than my laptop), but the idea of having a display screen is awefully tempting.
3 likes • 11d
@Mark Petersen We started running paint nights when we are missing someone for an important session. I learned a lot from some of the real artists in the group.
If You Need A Laugh - Dice Funnel for Secret Rolls
Over the holiday I made a "dice funnel" to let me players roll their own secret checks. It was an I'm bored and I am not going to do real work project. Basically, the players throw the d20 into the funnel and tells me their modifier, it drops it gently down into my cardboard dice tower, and finally into a tray on my staging table. After the roll I hand it back down the table. Seemed fun, so I kept it up for one session for each game. Now the players are unanimous that it should stay. They are never unanimous on the first take. Jokes on me. They also say the polka dots (the oldest bed sheet we had) have to stay. No eye of sauron for me. https://www.youtube.com/shorts/FDKpvHdGXCI. Context: In PF2e when a character would not immediately know the result of a skill check (e.g. stealth) it is a secret roll and the GM is supposed to roll for the player. On VTTs the player hit roll, but sees ?? on the dice, in person I didn't have a solution.
0 likes • 11d
@Tristan Fishel No hits to the face yet, but we did have one bounce out.
1-10 of 100
Eric Person
5
240points 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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