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Game Master's Laboratory

228 members • Free

152 contributions to Game Master's Laboratory
Handouts!
“And my top game mastering tip is… Handouts! I love handouts!” - Gareth Ryder-Hanrahan. Post your cool handout experiences and ideas here!
2 likes • 2d
Our Cairn GM Dave wins the handout of the year award. We had to turn large columns in the main antechamber to open the other rooms of the dungeon. Each column could be turned to spell a different nine-letter word. “ARBORETUM” “CHESSLAWN” “HEDGEMAZE” “THE APIARY”
3 likes • 2d
I don’t know if Skool will let me post more than three pictures. My son was three, so he helped me paint a Dollar Tree pot, and I covered it in a towel and put safety glasses on him to smash it. I also made business cards, a party invitation, and 20s-era portraits to put on character sheets for a Trail of Cthulhu game.
Developing a Session Plan
When creating a plan for a session, what are some methods you all use and how do you keep things creative? Currently a year into a campaign and I'm trying to figure out how many battles for each session, and how many social encounters, etc. How do you keep encounters entirely unique?
3 likes • Jul 30
What a rich topic. I figured out that I can run about four roleplaying scenes or two combats in a four-hour game. Or 2 and 1, if that makes sense. Your mileage may vary. Also, I make my best effort to prep situations instead of plots (or plans, in this case). There’s an article on The Alexandrian on that I highly recommend. To keep things creative, I use a lot of improv tools to give players agency over the world. “Ned, tell me three things you’ll find in a creepy cultist RV park…” Improv for Gamers is a great book. I tend to stay away from 5e, so all of my encounters are pretty unique. As the PARP guide says, “Give it a purpose.” If I follow that, then no monster or NPC is out of place, and therefore unique and memorable. There are videos all over the place for keeping combat dynamic (Ginny Di, Pointy Hat, Alexandrian), so what I would have to add to that is I try to engage the five senses. Smells, tastes and proprioception, are all great to draw from. I’d say read up on “scene aspects” in the Fate Core SRD, and that will make things happen as a result of player input. Then you have moving items like lava flows, oil slicks, droids loading boxes, scary monster pheromones, or any number of things to keep combat moving from terrain to terrain. Oh, and failing forward. I think that’s a skill I will forever be honing. 🎲 🎲
1 like • 7d
Yes! There is an episode of Fear the Boot where Caleb talks about his “Session 3.5,” which is his revisit of Session Zero halfway through his [usually six-game] adventures. A check-in.
Preorders Open for New Game Master’s Handbook!
Hey folks, Jonah and I try not to use the lab to spew our own cynical, penny-pinching schemes too often, but this is both pretty relevant to the lab and has a really big impact on our work, so I thought I’d share it anyway. You can preorder our book through Barnes and Noble here: https://www.barnesandnoble.com/w/the-game-masters-handbook-of-collaborative-campaign-design-jonah-fishel/1147035456 Barnes and Noble is running a preorder discount on a bunch of books, including our own! Preorders make a huge, HUGE difference in the success of a book in physical retailers—they’ll decide how many books they want to buy/stock when it actually releases, so if you’re at all interested in our next book, please consider checking it out. If the book preorders well, they’ll place a larger order, which (1) helps us sustain our authorial careers, (2) makes our publishers more likely to approve future projects for them, and (3) helps us work on future cool projects for here! With that said, we always advocate for shopping with your friendly neighborhood bookstore, so if you prefer, hold off until they’ll carry it! There are other folks who’ll carry it as well, the easiest to access for most people being Amazon. We’re extremely proud of this book, and in many ways we think it’s an overall stronger work than the previous one (and we certainly had a lot more experience when we wrote it). You also don’t need to have read the proactive one if you want to read this one, although the two books can work well with one another. If you’re interested in any level of narrative in your game, consider checking it out! Thanks everyone, we’ll see you in the lab.
1 like • Jul 9
@Pierrick Fleuriot : Maybe I can get one out to you. @Tristan Fishel : Do you know if anyone's had luck setting it for pickup? Shipping is $7, and I'm a cheapskate. None of the stores "have it in stock" (Duh.), and so I can't set it to pickup. And yes, any chance of a Physical + Digital deal? I love drawing all over my PDFs in my Kindle. 💖
0 likes • 8d
Okay! I’ve finally preordered my copy from Amazon. How do I get my hands on a bookmark signed by the authors? Love note optional. 😉
Book Recommendations
So I recently finished reading through Jonah and Tristan’s role playing book as well as Return of the Lazy DM. Both excellent reads by the way and you should check them out as a game master, but does anyone suggest other books on running games?
3 likes • 18d
And on this topic, has anyone read Justin Alexander’s book? I’d love to hear a book report. https://thealexandrian.net/so-you-want-to-be-a-game-master
1 like • 8d
Ah! If we’re going to mine sourcebooks for other games, I think Ken Hite’s keeper section in Trail of Cthulhu is one of the best I’ve ever read. I’ve heard great things about the wardens’ handbook for Mothership. I’ll let you know… And if you want to slingshot your GMing, listen to Fear the Boot (been going for almost twenty years), find a group with a rotating GM, and get some folks together to play Laser Kittens.
Happy to be here
Hi all! Name’s Jude. Pronouns he/him. I’m 25 years old and have been playing RPGs since I was about 12. I got started with the Old West End Star Wars RPG and AD&D2e, but since then I’ve tried a lot of games and am always looking to try more. Lately I play a lot of PBTA and Resistance System games, though I also enjoy the various Chronicles of Darkness splats and me and my friends design our own games pretty frequently. I’m working on a superhero game myself. Currently, the four campaigns I oscillate between are an FFG Star Wars game (GM) set 200 years after the original trilogy about how the New Republic became corrupted; an Apocalypse World game (GM) about a flooded world presided over by strange monsters created by psychic phenomena; my friend’s Spire game (player) where we’re setting up to take the fight to the High Elf military; and my other friend’s hack of the Lumen Light system (player) where we’re Destiny Guardians in a West Marches game, exploring the planets post-Final Shape! I really enjoy trying odd games, anything off the beaten path and breaks the mold interests me. Crunchy, rules-lite, doesn’t matter as long as it has something interesting to say about its subject matter and pushes boundaries of game design. With that in mind, I guess for my intro question: what system’s rule(s) reinforced the themes of a game you played/ran?
2 likes • 9d
Ah… swoon. I’ve heard so many things about the West End SW… 🥰 I also love trying all the systems. The weirder and more obscure, the better. Laser Kittens, Inspirisles, and now Cairn… I’m a big PbtA guy (ever play Masks?), love Blades in the Dark and Fate, and am about to dive into Cypher. I’ve got a game called One Child’s Heart that is sitting on my shelf, too.
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James Willetts
5
53points to level up
@james-willetts-2216
He/Him. Big time RPGer, sound engineer by trade, improv theater novice, cat lover, father of two, always looking to improve my GMing and PCing. ☺️

Active 2d ago
Joined Aug 10, 2024
Tucson
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