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Game Master's Laboratory

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16 contributions to Game Master's Laboratory
A Free Proactive Adventure
Hey everyone! @Jonah Fishel and I have been working on a new style for TTRPG adventures, and the first test of this method is now available in the classroom tab! These are meant to facilitate proactive play and emergent narrative. At the same time, we're working on making resources that both make this style of play easy to introduce to players, or are easy to bring to your friendly local gaming store and set up a new group. When we released the Game Master's Handbook of Proactive Roleplaying, we weren't quite satisfied with the adventure provided in the back of the book. We'd been scratching our heads on how to combine a prewritten adventure with the player-driven narratives of proactive play; they seemed to be at complete odds with one another. After lots of discussion and failed drafts, we're very happy with the result, and we think the core of what makes an adventure useful is preserved in this type of module, alongside the freedom to tell stories with friends around the table. We're almost done with a Proactive Adventure Manifesto that explains the details of this format and why we think it's an improvement on the industry standard, but for now, we can offer a quick explanation. These adventures are built around encounters as the fundamental unit of play, and those adventures or organized and altered by player goals. We've tried to reduce lengthy prose and make it as easy as possible for GMs to run these at the table with minimal prep, while keeping enough information to minimize prep and put newer GMs at ease. We also threw in some small changes we find useful: color coded highlighting, mechanically interesting monsters, stat blocks placed in the encounter where they are used, etc. Down the line, we'll be adding premade character sheets and pools of goals to choose from for groups in an extra hurry, and a compendium of stats (right now they're all only found in the encounters where they appear), but for now we want to get the basic adventure design down. We'll also be creating more game aids like printable paper miniatures, a map of the area (as opposed to battlemaps), a video walkthrough on how to use the packet, and possibly some art. For now, please check out the packet, and let us know what you think! We'll be making it available outside of the lab eventually, but in the meantime, you're welcome to run it, show it to whoever you like, and otherwise use it as you will. I'll post a feedback form on here in a few days, but feel free to discuss it in this post and chat with your fellow gamemasters.
1 like • Jan 26
One other quick comment, recently I’m keen to dive into Sly Flourish’s Lazy DM advice and books, as I think a lot of advice dovetails with what we’re talking about with Proactive campaigns here. But there was also a lot of great stuff in Ben Rigg’s Encounter Theory (https://www.writerbenriggs.com/encounter-theory), and one of the things he tried to provide were “workbooks” (things that he called “Play Plans”, I think), that tried to help give fillable sheets and prompts and things to help people get organised. Today, I think they might just be better as clean form-fillable PDFs or some kind of Google Doc, in all honesty.
1 like • Apr 4
@Jamison Burton A bit! I mean, I’ve watched a couple of the videos and there’s a lot of stuff on his site, enough that maybe for me, buying the books is probably not necessary. They’re still on my reading list, though! I also interacted with him, and he was super gracious and helpful (one of his newsletters talked about prepping a 1-pager and I was curious about examples). I really feel that that style of prep is working well for me, in any case. I used it to run a two-shot of Venture (a weird west TTRPG still in development— side note, there seem to be a lot of weird west TTRPGs either out or on the horizon), and it was great.
New Game Master's Handbook!
Big news everyone! Jonah and I have been hard at work, and it's finally time: the next book in the Game Master's Handbook series is almost here! You can take a look here. The Game Master's Handbook of Collaborative Campaign Design is the follow up to our Proactive Roleplaying Book, with lots of the same core philosophies but covering new challenges and topics. We're super proud of this one, and we think we've taken all the lessons we learned from the Proactive Handbook and made something really special for this one. If the first book was about creating player-driven narratives, this is about creating collaborative campaigns: how to discover a story with your friends together, not tell them one you've already written yourself. We've worked super hard to make this concept as approachable as possible, even for GMs that don't enjoy using improvisation at the table, and I'm pretty confident we've succeeded. While I'm very proud of our first book, it was definitely a learning experience, and I think those lessons were put to good use---I genuinely believe every single chapter in this book has something useful for a GM's table (and you don't need to have read the Proactive book to enjoy this one---they cover different topics!) The incomparable Jeff Ashworth, creator of the original "Game Master's Book of ____" series, of which our handbooks are cousins, continued to consult with us on this entry, providing invaluable feedback along with Phil Sexton and Tim Baker. Will Earl (of DnD Shorts fame) is writing the foreward, and Luke Eidenschink returns with his fantastic illustrations. We could probably write about this book for a very, very long time, so we're going to try to spare all of you from that by hosting a *live Q&A here in the lab Tuesday, April 8th, at 8:30 PM EST.* We'll post more details soon, and for those who can't make it, we'll be collecting some questions beforehand and recording the session to post in the lab, so don't worry!
2 likes • Mar 31
I'd prefer to get the new one from Forbidden Planet (where I first discovered *GM's Handbook of Proactive Roleplaying*) rather than Amazon, but might have to just do it to make sure I'm one of the first in line to read it over on this side of the pond (not for bragging rights, mind you). Nice one, guys! Can't wait!
Proactive Roleplaying mention on Open Hearth
Lowell Francis was talking about a TTRPG called Sword Opera and around the 35” mark he mentioned Proactive Roleplaying and goals for PCs. (Side note, one of the podcasters on this episode has a bit of a warble in their recording) https://aroundthehearth.openhearthgaming.com/episodes/open-hearth-podcast-episode-3
1 like • Mar 17
Having a game seems like a logical step in getting the practice and a new idea properly out there. I think also people tend to assume that a new idea in the TTRPG space will come in the form of a rule or a mechanic inside a game.😁 I've mentioned it before, but goals setting also feels mechanically similar (or has related outcomes) to the unofficial "Stars and Wishes" segment of every session in a story game like the Gauntlet publishing's _The Between_.
0 likes • Mar 28
That’s true, I’m not sure if he was thinking the odd video you posted or maybe he had the misapprehension that there’s a whole series or something?
TUNIC principle
Ben Milton of Questing Beast recently talked about Time Until Next Impactful Choice (TUNIC) and I thought it was an interesting, though nebulous suggestion. I mean, I know exactly what he means, but it’s less of a technique and more of a piece of generalized advice. Wondered if anyone else saw this and what their takeaways were? https://youtu.be/j-ywPjMEtq4?t=396&si=xPRn3Km85r0JFxVn
1 like • Jan 4
@Tristan Fishel Yeah, I think that makes sense and it does seem like how it’s intended, like the agenda principles from some story games. And I am with you, I am not sure the dungeon is some kind of “perfect form of roleplaying” like some of these OSR folks seem to think it is. Ben Riggs, of the now defunct Plot Points TTRPG podcast published an advice book called Encounter Theory that had some great advice, but also seemed to adhere to this concept. Or maybe it’s just guys named Ben that think that way, I don’t know. Anyway, sure dungeons give you “choice” but is really going left or going right a truly impactful choice, or is it just a choice?
1 like • Jan 4
@Tristan Fishel TUNIC is great as a guiding thought, but I’ve been thinking a lot about prep, and sadly, because I can’t seem to get anyone to try out the principles in Proactive Roleplaying with me, I’m looking to other shortcuts, like the ones on Deeper in the Game. The aforementioned Encounter Theory also talks about some of this stuff, in that a lot of scenarios aren’t written to be actually played at the table, and try to create a fictional narrative like in a novel, whereas it should just be all about the problems. But Bankuei talks about solely focusing on the sources of the problems, which I think dovetails nicely with Proactive Roleplaying concepts. It’s a pretty good and short read. https://bankuei.wordpress.com/2013/12/31/gm-improvisation-101/
Grimwild?
Has anyone tried playing this? For me, there’s probably too many rules, but I do like the presentation. https://www.drivethrurpg.com/en/product/507201/grimwild-free-edition
1 like • Jan 3
@Briggs Schneider Oh, if you get to it, I’d love to hear your reaction. I looked at the quickstart and it seems like it might be great for some D&D adjacent groups.
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Jon Jones
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@jon-jones-5045
Former Londoner from California, love story games like PbtA, etc.

Active 71d ago
Joined Aug 10, 2024
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