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Game Master's Laboratory

263 members • Free

184 contributions to Game Master's Laboratory
Daggerheart Trilogy
All games zeroed! And game one of “The Ether Frontier”! Posting my in-person Daggerheart games in three different threads here… Please post accordingly so I know which game you’re commenting on. 🙏 One thing I’ve noticed is that emergent/proactive play is pretty streamlined in the Daggerheart system during world-building and character creation. I’m also taking some of my lessons learned from previous campaigns since reading the PARP guide and gauging ahead of time how proactive and goal-oriented the players want the campaign to be. That means these three different campaigns may have varying levels of proactive versus reactive play. Stay tuned!
0 likes • 4d
If folks want to chime in, I will happily take examples of ancient magitech relics as macguffins for the sessions. 😁 Kind of a Warehouse 13 vibe, returning to home base when they’re done, à la One Punch Man.
0 likes • 35m
Session One: Our first full session opened not on the mainland as they said last time, and rather on a pirate tower at sea. Okay, fine. 🤷 Glad I didn’t prep. It ended up being a nice, tonal on-ramp before the frontier proper. The party navigated social encounters with a pirate crew and their captain, Captain Twelves (a simia with an immaculate poker face and an even better plume), ultimately booking passage toward the mainland rather than fighting their way out. Capt. Twelves required they build their own rowboat, as he’s vowed to never set foot on the mainland again. His price: Deliver a message to Queen Marzipan, a Firbolg of the northern mountains. (I’m thinking a ballerina in a music box) We closed the session on a quiet but heavy note: as the ship pulled away from land, the pirates began singing together, “something you don’t yet realize you will likely never hear again.” That moment did a lot of tonal work for later themes around silence, fear of expression, and why bards are hunted in this world. Key character hooks emerging: - ID-10T carries a key to the Spire and is beginning to feel pulled toward something he doesn’t yet understand. - Harry Bigtoes wields a warhammer forged from a fragment of the meteor known to his people as the Twin-Tailed Comet, a god that “came home” when it struck the world. - Metacomet is positioning himself as a seeker of knowledge, hopefully setting up future pressure around what knowledge costs, and who decides it matters. (That’s my big lift.) - Finnick quickly established himself as the group’s social lubricant and complication generator. It’s fun having him know someone everywhere. Player feedback was good. Worldbuilding landed. Next they’ll get to see the contrast between the Scar — rampant wilderness vs the wastes, — and the mountains beyond the forest. Next session opens with a dream for Harry, an escape from a sea monster, and landfall at Lost Lantern Cove at the last path on the road along the Scar at the beach. I’ve got reskinned scorpions on the one hand and reskinned clank skeletons on the other.
How Prep Changes
I took a trip down memory lane and looked over my old game prep notebooks. Some of them were more than fifteen years old, and the prep in those was pretty atrocious haha, lots of huge blocks of text and way way more information than I could ever use. What really surprised me is how different my prep was even just a year or two ago—the way I prepare my sessions has really changed a lot over the years, and I tend to mess around with it a lot still. These days, I tend to improvise a lot more, and most of my notes are about player goals, bullet point lists of potential challenges and complications, and a few quick notes on NPC names, goals, and traits, alongside any mechanical stuff that’s too hard to come up with in the moment (puzzles, stats, etc) How has your prep changed? What changed it? I think the biggest influences that changed my prep drastically were proactive Roleplaying, Blades in the Dark, and the videos of Matt Colville (especially his downtime video and his sandbox versus railroad video)
0 likes • 51m
Hi, gang! Finally throwing in!… I went from an elaborate Mind Node and accompanying Evernote folder with gobs of files and notes, to a one-page in Google Docs. Now I have my stack of index cards that I really just look through before the game. Let’s see…. Here are some Star Wars Evernotes… and some pictures of the folder. 50 Dream Sequences / Hallucinations / Visions / repressed memories 90 Brainstorming: Star Wars Season Three Scratch Here’s the link to the GM prep one-sheet, which got laborious with a 12-game campaign: https://docs.google.com/document/d/1DWiSHjIpw8aadGYtREpmpNNU-iuwl_UllylJl3e0IWE/edit?usp=drivesdk And now I have a new set of card templates in Canva that I print off just once per campaign. CATS, setting data, all that stuff lives in a deck and I review it before the game… sometimes. 😄 https://www.canva.com/design/DAG5dJ0LrJY/X3f-DM78uoz5tXs2YQ7jIQ/edit?utm_content=DAG5dJ0LrJY&utm_campaign=designshare&utm_medium=link2&utm_source=sharebutton I’ll include a picture of what I’ve got going in “The Ether Frontier” for now, with a deck from another game (“The Chrysalis Revolver”) closes alongside it for reference.
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 • Sep '25
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.
0 likes • 1h
@Martin Voncannon : Okay, I’m biting… The first book? All five of them? The blog?
How to get players to stay bought in with proactive roleplay?
Hi, first post here. I've been DMing 5e for my friend group for going on 6 years now. In the last year I've been trying to use the principles of proactive roleplay, to highly mixed success. We play remotely, due to geography, which obviously introduces quirks and nuances not present at an in person table. Personally, I think it weakens the community element, but short of a significant lottery win I don't see how to change that. But getting people to send me their goals is unreasonably difficult. I've made it as low friction as I can, with a shared Google Sheet. They can punch in goals, things they want their character to buy, a wishlist of sorts for items, a column for little downtime activities. They've got a box each to tick when they're done. Doesn't mean I need a weekly update, so long as that box gets ticked each week and I know I can export that to a to-do list for prep. In the last 3 months I can only count 2 weeks where that tickbox has been done by the whole group. This week, none of them did so. We've had discussions, and people have said in the past that they're all in on the idea; they like it and think it makes for a better campaign. But they don't follow through on their part. 2 of the 4 have DMed, so they know that prep can be a slog. Something a player wants to do, that they came up with with a few minutes, can turn into hours of finding/making maps, picking enemies, writing NPCS etc etc. Right now, I'm in a bit of a hole of being angry and disappointed. I've written 3 different drafts of what I want to say, but I don't know if any really hit the core issue well enough. Part of me wants to just take "carry on and try to do better" off the table. We've been there before, and people did not do better. Some did worse. The other ideas I have are less satisfying, like dropping the approach entirely, or don't hit the real problem, like moving to a fortnightly game to give them more time. So how do people keep their groups on track?
1 like • 13d
What a lot of gems in here! Echoing what Jesse and Jonah said, and it took me a few months to even grasp the idea of a proactive debrief every session. I’m keen on Stars and Wishes, and for some reason the goal discussion eluded me for a while. I was too busy trying to force the concept down folks to ask, which makes me not much different than the DM who laments that “my” players aren’t invested in my world. Annnnd I 100% have found that some players (not to mention groups) may not be interested in any, all, or certain parts of the proactive roleplaying mode. I also love what Eric said about it not being an either/or. My latest expression at work as we integrate software with a bunch of features has been, “It’s a valve, not a switch,” which is to say we can add aspects of the PARP style to the degree that it entertains the table. Season to taste, if you will. Keep it up, gang. Oh, and Matthew, just in case no one’s said it before: It is perfectly okay to play in other people’s groups, and run for other people. You may need to find more players to appreciate you and help you appreciate the ones you already have. There’s a feed out here in this forum about how to find other players. Some of us live in gaming deserts, and even still, sometimes it’s worth a try. What Justin Alexander says about practice and running games also holds true here: Just go out and do it.
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.
1 like • 13d
@Eric Person : That is a hot tip! My buddies at Fear the Boot play board games when someone’s missing.
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James Willetts
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1,441points 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 31m ago
Joined Aug 10, 2024
Tucson
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