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Game Master's Laboratory

264 members • Free

10 contributions to Game Master's Laboratory
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 • 26d
I've been diving into this a lot over the last few months. Here are the ones that I've found the most helpful for me: The Practical Guide to Becoming a Great GM by Guy Sclanders Don't agree with every take of his, but most things. And his chapters on the story structure of different kinds of adventures are gold. While most books on DMing are geared towards beginning DMs, this book has insights for upping your game even for people who've been at it for decades. https://www.greatgamemaster.com/dm/product/the-practical-guide-to-becoming-a-great-gm-hard-cover/ the Kobold Guides Great trove of essays by masters in their respective fields. Some are a bit of fluff, but most of them contain great insights. And anything by Wolfgang Bauer is going to be really insightful and well written https://koboldpress.com/kpstore/product/kobold-guides/ Story, by Robert McKee A screenwriting book, but a great trove of expertise about storytelling in general, if you can get over his self absorbed attitude. https://mckeestory.com/books/story/ Into the Woods, by John Yorke A really great run down of storytelling as a whole, with many asides and incredible insights. Highly recommend if you want to get more into the storytelling side of things. https://app.thestorygraph.com/books/727eeb77-8950-4502-b572-54ddef52231b I'm really having a lot of fun going through more of these books, and learning to increase my capabilities as a DM.
2 likes • 2d
@James Willetts So I just finished this book. I think it's a great guide for people who are getting into DMing and are just starting to see how large the job is and feeling a little overwhelmed by it all. His style breaks down campaign preperation and game prep into specific methods that are often laid out in a mechanical fashion so that if you can see the working parts, you can piece them together fairly well. I'm a rather narrative style DM, and so his style leaned a bit more mechanistic (if that's the right word) than my own, but I felt his writing was good and I certainly gained some insights into his method of running the game.
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.
1 like • 7d
@Jesse Livingston wow, that's really interesting. What you are saying makes total sense, but I always just kind of had conductors in my head as very creative people. Though having never met one that I'm aware of, I guess that's just based on my own assumptions. But I can totally see how that kind of training would influence your worldview on creativity in general. It would be interesting to have a conversation with different GMs on where they derive their creativity from, and how their training other areas of life has influenced how they create their games in general. How would an engineer apply that training towards the creativity of being a DM? How would a retail worker? How would a plumber? What about a soldier?
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 • 10d
@Tristan Fishel I did theater in high school too. I was too self conscious to act though. I got pulled into the light booth by a friend of mine, and wound up running lights for about 2 years. Loved it.
1 like • 10d
@Jonah Fishel The first game I'm running includes 2 characters (and since only 2 players, I'm also running a DMPC). One is a fairy from the Seelie Court who is a bard. On her coming of age ceremony, where everyone is to present themselves to the court and high society as an adult and try to make a splash and commotion with the beauty of their glamour, she instead went the other route and presented herself to the Seelie court with no glamour on at all. This offended everyone, and they laughed her out of the court. The second character is a vengeance paladin who had once been a devotion paladin bound to a king. The king was attacked by an avatar of a god of shadow, and the paladin actually managed to blind the god in defending the king. In doing this, however, he inadvertently started the apocalypse. Now it's been hundreds of years later, and he is waking up at a much lower level and coming to see this new world. He wants to get revenge on the "blind god" who attacked him. My DMPC is a shifter who was raised among a tribe of elven werewolves. They pity him because he will have such a short lifespan that he will be unable to really see the benefits of any of his labors come to fruition, and will never get the longevity to live a really meaningful and full life (in their eyes). So, tying the backgrounds together of the three characters, we have a theme of "what's in your true heart is more important than your superficial appearance for society" "Getting vengeance won't fix the problems that were created long ago, but maybe letting go of your past will help you move forward" and "Not having a long life does not mean that you can't have a meaningful one." Tying these themes together, I've come up with "The cracks and flaws in your person aren't what define you. These cracks are what lets the light shine through." So I'm crafting a campaign based on the theme that allows me to show their flaws as something that will save themselves and others, rather than just their powers and abilities. It's been a really fun writing exercise, and we are having fun getting started.
Plug for Dungeon Master University
I hope that this kind of post is allowed. If not, please accept my apologies, I just wanted to post a plug for a great resource that I just came back from. https://dndinacastle.com/products/dmu This last weekend was the first "Dungeon Master University" run by the DND in a Castle company. It was held in Atlanta and lasted 2 days, and it was an incredible experience and opportunity to learn from many of the best in the business. I got to take a Worldbuilding class from Keith Baker (creator of Eberron) and Monte Cook (lead director for 3rd edition D&D and worldbuilder of many many D&D worlds). It was an incredibly educational opportunity, and a hell of a lot of fun. Other classes included Skill Building, Campaign Design and Career Building. There were great seminars on how to run puzzles in great ways from the lead puzzle designer for many major adventures, and how to run games for high level characters from B Dave Walters (who is all over the internet for being generally great as a DM and storyteller) and Live Streaming by Chris Perkins (lead designer for much of 5th edition D&D who now works for Critical Role/Darrington Press). There were "Game Labs" where you could run a game for others including a faculty member and get great in depth real time feedback and advice on how to improve as a DM. I got to play in a game set in Eberron with Keith Baker, and it was really fun. But I think the best part of it was just wandering around and meeting dozens of other cool people who all had the same passionate interest in DMing as I do. I'm usually a really introverted person, but this weekend I had no problem just sitting down for dinner with a group of random strangers and immediatley starting up a conversation in a great welcoming community. It's not cheap, but if you can swing it, I highly recommend it as a resource for becoming a better DM.
2 likes • 26d
@Alton Zhang I think the best advice I got from the retreat was from Monte Cook. I had some one on one time with him to talk about my homebrew world and hearing him walk through some of the logical conclusions of the world. So much of worldbuilding is about seeing what change makes your world different and then following the logical conclusions to that change. He showed me some of those logical conclusions that I had not thought of yet. B Dave Walters also had some really insightful things to say about running games at really high levels. Since you can't easily defeat the characters with mechanics, use story elements instead, so they can win, but at a cost. I DM as a hobby, but I'm pretty passionate about it. I have never tried to get paid for it (I have a fairly lucrative side gig, don't feel like I need another job). TTRPGs are my favorite storytelling medium, and I want to bring my DMing of those stories to a place where the stories that the players create become much more meaningful and memorable for them.
1 like • 26d
@Jonah Fishel You guys want to set up a weekend workshop, let me know. I'm always down to do that kind of thing.
Introduction of sorts
Hello all, Thanks for developing a community specifically for those of us who are hoping to improve our DM skills. I'm excited to try more of a proactive and collaborative approach with my players. I think if nothing else, it'll make me a better DM. I'm a pretty narrative focused DM, in that on the GNS scale, I'm more heavily into the Narrativism than the Gamifying and Simulation. I really feel that RPGs are a form of storytelling that has a lot of advantages that other storytelling media don't. That there is a game built into the storytelling medium makes it even better. I know that this isn't for everyone, and everyone wants something different from the games they play. But with that in mind, I've lately started studying a lot about how to make my games better and more memorable for my players. Coming across the Gamemaster's Handbook for Proactive RP and the Collaborative Campaign guides was great. My favorite parts of writing adventures are the parts that direclty relate to the character arcs that the players are hoping for. While I love writing the plot and worldbuilding as a whole, the satisfying part and the part that the players are the most invested in are the parts of the world and story that directly effect their characters. On the 6th of next month, I'm going to have a session 0 for an upcoming campaign. I'll be using a lot of the guidelines set forth in the Proactive RP and Collaborative Campaign books, with my own personal twist on it. I find that if you give the players absolute freedom to do anything they want in a game, then they will often do nothing. In my experience, you have to give them a seed of an idea, something to work with first, then they will go further with that than I usually would. Sitting down and asking my group "what kind of story do we want to tell? What kind of game?" would get very few answers. But if I give them a basic milleiu and setting and perhaps some themes, they will go very far with them. For my upcoming (D&D5e2024) game, I've told them that this will be taking place in a city that is occupied by an invading force. I have the name of the city (Chordfall), some of the basic geography of it (in some mountains surrounded by watchtowers) and why the city is there (sits over a series of mines that have a valuable magical resource called Echo-Iron). That is all I know about the city at this point.
1 like • Dec '25
@Eric Person That's a really good insight. I hadn't thought of putting the preludes a little further back. I may do that. This allows for you to start your story's inciting incident and draw them into the campaign so they see where it's going, then pull each other towards each other's characters. If I can do it right, then I could potentially throw all the party together, put them into some kind of major danger in the first part of the first act, then by doing the preludes at that point, be able to give the players a sense of who each other are so they know what they have to work with in order to defeat what they have now seen what is coming. I'll have to think on this a bit. Great idea.
2 likes • 26d
@Jonah Fishel Ah, man. Unfortunately it got cancelled. I actually have a really steady group that is good at meeting every week. But that specific day I had a sick kid, a wife in recovery from surgery and a disaster at work and it just didn't work out. I had to cancel. But we will be doing it again likely in 2 weeks (starting a friends Deadlands campaign in the meantime).
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Jarrad Maiers
3
24points to level up
@jarrad-maiers-7457
Husband, father, dungeon master, usually in that order.

Active 14h ago
Joined Dec 27, 2025
United States
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