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Game Master's Laboratory

243 members • Free

169 contributions to Game Master's Laboratory
Cool Setups
The new Draw Steel adventures that MCDM announced has me very excited. One of them is a complete standalone shortish adventure—you explicitly don’t drop it into a larger campaign—in which you play as a group of criminals forced to do an impossible task or be executed (sound familiar?) I love adventures with very specific setups, to give the group a unified direction and a cool concept. Anyone got any other cool adventure (or homebrew) setups? Something that launched the group into the action?
1 like • 11h
I am fascinated to hear how you square that circle with proactive roleplaying. For me it feels like the opposite, and what I need to remember is that parameters like adventure concepts and goals are dials with infinitely variable settings. We could presuppose they’re all scoundrels sent on a heist, and yet do you have a quick “What’s my motivation?” conversation at a particular point in the game? For anyone who’s played the Alien RPG, the agenda cards are the best thing about those boxes.
Howdy
Nice to meet everyone, my name is Anthony! I have been playing RPGs consistently since 2020, mainly in one campaign that was running "Castles and Crusades" but switched to Dnd 5e 2024 last year. This year, I decided to try my hand at DMing and I have run a total of three one shots, though I am preparing for a few more one shots and an actual campaign in the nearish future. The systems that I'm either actively using or wanting to use are Dnd 2014/2024, Cosmere RPG, Daggerheart, Draw Steal, and Blades in the Dark for non magical style campaigns (there are others, but I primarily want to use these systems for now). My first campaign will hopefully be the time travel one of Zaman's Guide to the End of Time, though that setting is mainly around one city with limited time traveling to other areas, I'm kind of curious how to do a proactive campaign within this kind of setting that essentially requires the users time travel to the location, though I have some general ideas (establishing "what" should happen and not "which faction" will do the action as of late). I'm about halfway through the Proactive Roleplaying book, but I heard about this group from Ginny Di :)
3 likes • 4d
Ginny Di! Friend of the pod… ☺️ Welcome! I’m about to run some Daggerheart soon, too. My friend Ned said it’s just like I’ve run all my games to begin with, which makes sense, because I’ve played all the games it’s based on. Blades in the Dark, Fate Core, Powered by the Apocalypse, The Quiet Year, Gamma World… I do believe everyone should play Blades in the Dark at least once in their life. The book didn’t bother me, even though it definitely gave more than a few of my friends psychic damage. Give it a real shot and watch videos or whatever on the topic. The flashback mechanic, the separation of the score and downtime, and the faction clocks are amazing and have helped all of my games. And I think there’s plenty of magic. 😉
Need Advice on Creature Adjustments
What are good weaknesses or bonuses for a creature possessed by an extraplanar being? My players have added a magical 'storm' of mysterious origin to the world. This storm transforms people, beasts, and plants caught outside, causing them to become violent. They have punted some details to me to be uncovered during the game. I have decided that the storm is actually a remnant of a power extra planar being trapped in the world and just grouchy and angry about it with its emotions bleeding into others. I want to create a creature adjustment to add on top of monster stat blocks, giving them a consistent flavor (rat -> transformed rat; vinelasher -> transformed vinelasher; guard -> transformed guard; etc). There is a nice blurb in D&D 4e DMG2 p101 and several examples in our system of PF2e (e.g. mana wastes mutant). I have tons of ideas for appearance, abilities, and effects. I am looking for ideas on (a) damage resistances and weaknesses, and (b) adjustments to AC, saves, and perception. We are playing PF2e, but I can likely translate ideas from other systems. I am really looking for storytelling ideas.
4 likes • 4d
I mean, if they don’t belong here, do they flicker? In and out of phase can be a blessing and a curse. Odd numbers hit and even numbers don’t…?
A "show, don't tell" approach to proactive roleplay
I'm getting ready to start my own homebrew campaign in January. Since reading PR I've decided that I will provide the world and how the different factions will operate but my players will set their own goals and dictate where the game goes. However before they set their goals I want them to gain knowledge about the world from inside the game. My plan is to play the first three sessions as a prelude to the world. In these sessions they will learn several things that the average person in this world do not know. They will learn about two secret factions within the theocratic government that oppose each other. They will learn about different forms of magic and get trained in that magic. They will have an opportunity to join a secret underground organization and meet several key NPCs. They will meet the BBEG in a vision and have an invitation to join him and they will be invited a secret faction that are working against him. With all that knowledge they can then make informed choices. Have any of you tried this approach to proactive roleplay?
2 likes • 4d
This is absolutely what I’m going to do for my next campaign. I’ve found that kicking players into the deep end — “Okay! Let’s make some gooooooooaalllls!” — doesn’t work. I think folks need a sort of tour de genre to get comfortable with each other. I’ve always loved collaborative world-building, so that part will be easy for me. My challenge is going to be using backstories to build the first scene on the first night. Then yeah, making the world move in the background after that.
Question for old school players
I have a question for those of you who played BECMI1e/2e D&D. The game has undergone some significant changes over the years. Personally I see them as positive as it has a much stronger emphasis on group story telling. While I really enjoy this aspect, I have found there's an incentive for every character to have some tragic/epic back story and for every story to have a fate-of-the-world-hangs-in-the-balance feel. So here is my question. Does anyone miss just a good old fashioned dungeon crawls where the stakes are just the lives of the PCs and the monsters in the dungeon and where modules could be played in 2 or 3 sessions (they were only about 30 pages long) and were truly modular. Modules today are anything but. Getting ready to run my own campaign now is so much more work than it used to be. As this question relates to proactive Roleplaying, it seems to me the modular approach to published materials from the 80s is more amenable to this style of play because the story arcs are much shorter. You can jump from one module to another tweaked for your characters goals. Has anyone run proactive Roleplaying in large published modules currently available and also run the smaller modules? Was there any appreciable difference?
1 like • 4d
I can’t speak to retrofitting modules to the proactive style, because I haven’t had a group that was strongly on board with either aspect. I have one sandbox group with goals and one module group that’s along for the ride. I will say there is a massive resurgence to good ole dungeon crawls with games like Shadowdark, Cairn, Knave, Dungeon Crawl Classics, Maze Rats, and Old School Essentials. Dungeons and tables. Cairn is a very low-cost and fun way to dip your toe in. Highly recommend. Mothership is arguably an Old School Renaissance (OSR) game, if that sort of genre tickles your pickle. 🛸
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James Willetts
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1,487points 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 11h ago
Joined Aug 10, 2024
Tucson
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