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Game Master's Laboratory

388 members • Free

14 contributions to Game Master's Laboratory
Training Camp
Hi everyone! I am working on an idea for a quick campaign and need some help populating it. The players are starting at lvl 3. The premise is that they are scattered about and meet each other because they receive a letter. Someone has seen great potential in them and are inviting them to an exclusive training camp. My camp is based on botanical garden layouts. I want there to be several areas. The first area I have for them is a warm up. They will be battling some infernal chickens and a gelatinous cube. The second is dexterity based and will involve pixie wrangling. I'm not very experienced at world building so I am looking for suggestions. I have a desert scene, and a sort of dark forested area that I would like to underdark creatures for. Like most botanical gardens, I hope to have a water feature as well. That is as far as I've gotten. Along the way they will pick up skills, items, ect that will help them when they face their BBEG. I do have they/them. I would like to work on the desert scene next and go from there. Looking for someone who would like to help.
0 likes • 4d
HI Estella, Once option could be to play with the idea of a dangerous botanical gardens adjacent to a even more threatening desert area that completely surrounds it. This way you can play around with several tropes: why are the players in there anyway? are they captive there? are the resources dangerous as they are diminishing thus forcing them out to explore beyond the desert area? what was feeding the botanical gardens the whole time? also, if they choose to cross the desert did they bring all the correct life sustaining crops to make it (ala through nature checks, alchemy, etc) One trope like reveal could be a exodus from a garden (of Eden) type end where the players come to realize that they were the avatars for another civilizations religion and now, having left, there are consequences.
Need RP Vignette Ideas to test out a new group
I have about eight possible players for my next game and am trying to find the core group. I asked the players about systems they might like to explore in some one-shots to learn how we play together. One player suggested running Vignettes instead of a proper one-shot. This is a reference back to the start of the current campaign where we roleplayed key events from the backstories / character webs on how the players first met one another (4 45-min vignettes in a session). What she was essentially suggesting is some player-player roleplay scenes with no rolling or system. Essentailly take the crutch away and see if they could just jump into the story. It seems like an interesting idea and has me thinking of little scenes that might be interesting to play out with strangers. I think I might do my information gap task clue type idea to seed the RP. Anyway, I could use some ideas. As I am brainstorming ideas, they keep looking like campaign starts. 1. Next to each other in a line to get in through the town gates. 2. Bucked together in a hostel during a snowstorm. 3. Sharing a compartment on a train. 4. Assigned the same bunk on a starship/submarine. 5. ???
2 likes • 4d
Ill throw my hat in here as say; why not have some of the sessions (since you have a whopping 8 player line up) based around a single character. In that way you might even have 8 vignettes set up. But to spice it up a bit you can have players (since the 'star of the show is the player whose vignette is is) play active NPCs. Let them experiement with potential 'throw away' ideas that you can then later use as NPCs that you control based on characters that they set up. Its proactive and communal world building in addition to everyone getting to prop up the character whose story it is (if that is set up properly of course). Could be equally fun for them to take down that character if its a horror campaign.
Tips for DMing First Time Players?
Heya! Been taking a long break from tabletop DMing but some of my coworkers have expressed wanting to follow through on the idea of playing D&D so I want to give it another shot. Only thing is, 2/4 people interested have never played before, and the other two have done maybe 2 sessions so they're very new. As a newer DM without a *ton* of experience, I'm a bit worried about making the campaign accessible for them and teaching them when I honestly don't understand everything myself haha. With all that said, anyone have any good tips for helping new players get their bearings? Are there certain things you do with veterans as opposed to newbies? Any advice is greatly appreciated!
3 likes • 4d
Hey Scott, hope I can help I agree with what the others are saying. I would also like to add that if you are inclined to introduce players to a heavier more rules intensive system (even the lighter ones for that matter) consider a method of on boarding as part of the board-game (in this case TTRPG game) teach. Character sheets themselves can be intimidating game artifacts that may need a certain degree of parsing. One could make an argument for the 'Legacy' style board game mechanic. that being: introduce new sections of the character sheet by 'opening up boxes' (or covering) and only revealing certain areas of the game as it progresses. The way they open up could be based on player need or even story arch. and could potentially make on boarding an easier hill to cross. In my experience once you get passed the whole: 'this is what a conflict resolution mechanic is with regard to story telling' then you are off to the races (pardon all the mixed metaphor). adding modifiers, spell stats, level up mechanics etc is the easy and (arguably) less 'important' stuff early on.
Thoughts/questions after the live.
It was great to meet those that joined last night. There were only 5 of us, but I see that as a strength as everyone could be heard and there was some great insight given. Afterwards I had the following thoughts (some of these will make sense in general, others might only make sense if you were there last night) 1. How can players really set goals when so much is unknown to them. My campaign is 4 sessions in. I doing a homebrew world where so much is not what it appears to be on the surface. Should goal setting sessions be done periodically, say at the end of every subplot? 2. Eric had the idea of doing mini sessions/one shots to give context to character relationships. To expand on that idea, what about a West Marches style campaign to get them to level 5 and then from that group of players (or subgroup if you have a lot of players) start a long term campaign. This means predefined relationships and characters that started from level one. D&D beyond has a module/one shot called Hold Back the Dead that would be a perfect intro for this kind of West Marches campaign. 3. My barbarian child character. My group wants to keep her safe and a lot of the feed back was to find ways for the group to do this, eg neutralize the threat, put her out of harms way. The only issue with this is it will either mean the game is over (neutralize the threat) or the character leaves the game (put her out of harms way). I was thinking this morning of a third option...make her a total bad ass. This is something my players will jump at and is rich for role playing. All of the characters have things they could teach her and, given that they love role play (session 4 was 2 1/2 hours with no combat and role played exploration) they would really get excited by this. It might stretch the game mechanics a little but the rules are there to enhance the game not to bind it. Anyway those are my post session thoughts. I may add more. I would highly encourage those who are interested to attend any future events. It was just fun to hang out.
1 like • Mar 2
I agree it was fun to have hear about peoples worlds and talk about them. (My apologies for my connecton issues) I did wish the session went on longer because we only really scratched the surface of each of the two main GMS world that I think longer (or perhaps more frequent) events would be super fun to set-up. (happy to do so!). Mark your world was fascinating and in depth and it would be so fun to jump into a session of yours but let me address some of the points you brought up. 1. I think the goals of players will be ever shifting. If you want group cohesion, having a group goal is the key thing. But this may be pedantic and you are probably refering to the group to which I would say dont hold back all your big reveals. If you need to kill the(X) or the destroy the (Y) just do it. What might happen organically is a new goal that follows from the reprocussion of what and how the previous goal resolved. As a player, I always found that GMs kept too many secrets close to the chest and due to the nature of people schedules a party would never get around to a big end 'goal' moment because life would get in the way. Goals (GM, player or otherwise) can be session specific if paced accordingly imho. 2. I have a little bit of a problem with 'leveling up' systems. They certainly are fun but really they are something of an illusion since all the baddies just get stronger too. So maybe I should just say away from this query and let someone else get in there. In the end: do you need levels? What are they doing for your story? Providing time-jumps? complexity? etc 3. Love the idea of making her a bad-ass. I also like the idea (as I eluded to on the stream) of just changing the threat week to week (ala Monster of the Week) these stories could come to mean something to a form a motivation for the big bad, or to take an alternate way in, you tie the magic child's capabilities innately with a player(s) character up to even including hit point sharing. Like if the magic girl is weakend maybe the magic users spells are too. Mechanical motivation ftw!
2 likes • Mar 2
@Eric Person Agree with the length exposition bit, but who doesnt love a villian monologue? Especially when they can try to shoot an fireball/have the thief character sneak around back and give him a good 'what-have-you' while he is doing so and so near to the end as well/. :)
Hero Points and Other Reroll Mechanics
I just finished running more than 400 hours of Kingmaker with a character taking the Harrow ritual that provides even more reroll options. As the party got more an more rerolls the game felt more an more flat and somewhat boring. I think the rerolls really took away the up and down story beats. Made me realize how important failed rolls are to interesting narrative. Thinking back on my favorite moments as a player, they were often the highs following a string of great rolls, but they felt that way because the took us out of a dire situation, lost cause, or other low beat.
1 like • Feb 28
A potential 'fix' to re-rolls/hero-points that can make both parties happy could be the yes, but, no and hero point/re-roll.. I.e. yes..you CAN make a re-rolll BUT if you fail again the outcome is worse. OR. You can accept the failure now (rather than a cheeky get out of jail free card) AND as a reward you get something for free: xp, an item, whateva fits your story. This can even be gamified by giving players a set of cards of ranging (SUCCESS/FAIL) on a spectrum that they shuffle (or choose) to play on their turn instead of rolling and the outcomes are narrated. More mechanically strict games can have these cards labaled something like : brililant succes: +5 to next roll, -5 to next skill check. etc etc
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Jay Underwood
3
20points to level up
@jay-underwood-4803
Music composer, game designer, and university teacher who loves story focused games as much as hex and counter tactical stuff.

Active 1d ago
Joined Feb 10, 2026
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