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Game Master's Laboratory

372 members • Free

58 contributions to Game Master's Laboratory
Public Access, Sessions 1 and 2
The last two weeks, I’ve been trying out a new game called Public Access—it’s an ongoing game, but I expect it to only run 10–12 sessions. I tried it out after watching this truly excellent review from Quinn’s Quest (who, if you haven’t watched, makes what I think is pretty much the best reviews of TTRPGs on the internet) https://youtu.be/DI8fUgSdgZg?si=ieolVb190wGzz_ag The game is an absolute blast. "No on remembers this children's show you watched growing up, except all of you. Something was...not quite right with it...what happened to it?" The explicit goal of every character is to find out what happened to this unsettling children's program that no one seems to remember called TV Odyssey. It’s inspired by analog horror and creepypastas, using the Brindlewood Bay system to facilitate a very cool storytelling system (rather than a puzzle heavy system like some mystery games). Brindlewood Bay and its offspring have a clue system where there’s no set answer to a mystery—instead, players collect clues, then make a role to create their own answer to the question with as many clues as possible. If their roll is a success, their answer is right. This concept bothered me a lot at first, but when it works, it works GREAT. It’s really nice for a game like this where the story, tone, atmosphere, and characters is the focus, and not actually the main mystery like in a Sherlock Holmes game or something like that. The mysteries build tension but never slow down the game from theorizing, which is nice. Other interesting mechanics include Keys, these boxes you can check to improve a roll. They effectively make characters unkillable, which is important for encouraging them to split up and get into danger. They're also all connected to either narrating a flashback to childhood, or mechanically entwining yourself deeper with the forces of horror, which is cool. All of this to set up the games I’ve run! We’ve had two virtual sessions, and I’m running with three players (friends from high school!). In the first session, we spent about an hour making characters, and two hours on our first mystery, the House on Escondido Street. The campaign has a cool narrative structure I won't spoil in case someone plays it, but it comes with a bunch of premade mysteries that are really well laid out. The group spent the day digging around the house, butting heads with the HOA, and otherwise engaging in investigative antics. They spent the night (which is its own phase where all rolls are more dangerous) watching a tape of the mysterious kids show that they found. Very good time.
1 like • 12d
Sounds great, that's two awesome reviews I have now read/watched, might have to get on the Kickstarter.
The “Beach Episode”
Since I started running proactive games, and especially with some collaborative worldbuilding, my games tend to be very fast paced. There’s always something going on, and my players are always sprinting forward as fast as they can. I’ve had a few groups say they want to turn down the speed a bit and have some lower stakes sessions, which they always call beach episodes lol, some time to just chill, talk to people, shop, engage in some tomfoolery, downtime, etc. I highly recommend incorporating that, especially if your players mention it. At first, it really went against my instincts—as a GM, I tend to prep by adding as much tension, raised stakes, and drama as I can cram in my notes, and I prep by specific encounter using a PC v NPC goal structure. So the more free form, laidback stuff made me nervous that it would be boring for my players—I felt like I had so little prepared! But it’s always resulted in a great time. My players will have the opportunity to do stuff they never would otherwise, and the Freeform format makes it so they really steer the story themselves. I’ll do very little and relax, and they’ll talk amongst themselves, form more goals, make allies and enemies, etc. anyone else had some good seasons this way? How did you prep for it?
2 likes • 21d
@Scott Rutter Absolutely. I love the downtime phase that is built into Blades that forces this activity. Our group has had some particularly hilarious downtime scenes in Teeth (a FitD system), which we are playing at the moment. These have fed into the main action & make the characters and the world feel more rounded.
1 like • 21d
@Tristan Fishel @Scott Rutter Hahaha, I feel your pain! For our annual RPG retreat weekend I mashed up two different games just so I could tick two off my list. I will play all of that shelf someday! 😁
Training Great Proactive Players
A need without a solution... I am having the time of my life with my new campaign with a group of truely amazing players. None of these players started this way and we don't always have the luxury of picking the great group. It has me thinking about what practices from GMs and from other players helped them grow into who they are now. From my teaching background I clearly understand that at least half of what I should be teaching my intro chem students is how to be a good student and how to learn science in a way they can actually use it. Telling doesnt work and it is more complex than just rewarding good behavior. So brainstorming... - all of them have GM'd at least once, but they gravitate towards playing - all of them have played more than one system and more than one type of game (dungeon crawl, political, exploration, ...) - they all respect one another and value other players trusting them - they ask questions about other players and their characters - none of them are "doing a voice" but all of them vary cadence, word choice, tone, and have phrases they reuse in a way that we know when they are talking in character
2 likes • Feb 16
@Eric Person Agreed, with the right group it's not an issue.
3 likes • 25d
@Eric Person I think Blades is great for making players being proactive. The whole setup is just - what do you want to do? There's no scenario prep, the players make all the decisions about how the session will go, usually based on what's going on with the factions. It's a brilliant system for breaking away from traditional highly structured scenarios, although it can be quite tough on the GM if they don't lean into the collaborative session building approach.
We've been crafting in the Lab
Hi Game Masters, I've really been enjoying the new Campaign Chronicles tab and reading through what's happening at your tables. That's one of my favorite genres of forum post, and I feel lucky to have a direct line to some great games so I can get my fix a few times a week. We've been working on a few things that I wanted to tell you about - if it's been a while since you checked in on this group, now is a good time to come back and see everything! Here's what we'll be adding this week and next week: - Tristan's excellent packet of Proactive Roleplaying-aligned resources for people who want to dip their toes in - a faction, locations, and encounter that you can drop into your existing game to see how a proactive approach feels without doing all the setup yourself - Finally finishing the Notion template video guide for people who want to set up their campaign that way - A live call where we'll workshop community members' games (mostly helping people get the party's goals aligned and help design some encounters around them) - An interview with Rob Heinsoo, author of the 4th edition of D&D - Some paid resources going up for sale Those and more will be released over the next few days, with the premium resources coming next week. We don't like sending mass emails, so remember to check back in this week if you're interested in any of these!
1 like • Feb 24
@Tristan Fishel That's a great way to look at it!
1 like • 29d
@James Willetts Thanks James, I'll give that a watch.
Hello Fellow Gamers
My name is Jay, I am a long time GM and TTRPG player (though mostly GM) staring back with Dungeons and Dragons 2nd ed. These days I primarily play using my own home-brew systems though love jumping into the occasional Delta Green, Fall of Delta Green or gritty Call of Cthulu action. Other interests include GMT published ConSim games, hex and counter stuff (ala Avalon Hill) and the COIN series. My primary campaign (small player group) primarily focuses on global political intrigue with a healthy dose of skullduggery where players play multiple characters on multiple landmasses often in direct political opposition to each other. Its been very fun and I hoping to produce it as a modular system for other gamer out there at some point (next year?). At the moment, I am running a small 'cozy?' Zine for Zinequest about letter writing for which I could happily send over any information to anyone interested. Until then, lets chat gamezzzzz! Nice to meet everyone.
0 likes • Feb 16
Awesome, welcome! That primary campaign sounds like great fun, love that the group really leans into the different roles, might have to use that!
0 likes • Feb 18
@Jay Underwood Wow! That's awesome.
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Jay George
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350points to level up
@jay-george-9809
Light on the rules, heavy on the RP please!

Active 4d ago
Joined Aug 11, 2024
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