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8 contributions to Game Master's Laboratory
An example of weaving character goals together
Last night at the workshop, we had a nice discussion about weaving character goals together. I wanted to post that example here so people looking for a more hands-on expression of this proactive stuff can see it. Here's how it worked: we had a group-designed setting (very loose) with a few facets we had decided on (starting conflicts, a few factions, locations, etc). Each player had a vague goal they were bringing to the table: 1. See the world 2. Uncover the truth of my origin/heritage 3. Get back the magical artifact that raiders stole from my community 4. Reconsider my stance on the ethical use of magic and come to a new understanding 5. Figure out what happened with the magical disaster all those years ago These are pretty vague, and they aren't specific enough to build encounters around - yet. Your job as a GM is guide the conversation (live, ideally) to help the players attach these goals to SPECIFIC people, places, and things, with as much overlapping interests as possible. I first asked Player #1 about seeing the world, and he said... 1. Travel to every island in the vast sea, starting with my list of islands I haven't been to yet This was slightly better, and it allowed me to ask for clarity on #3... 3. Follow the raiders to their island stronghold of [name]. I have never left the island before, so I need a crew who is well-traveled and capable. We can then use #3's goal to tie together #1's goal: we can have Player #1 be the well-traveled character who knows where the raider's island is, but hasn't been there yet - and wants to visit it because he hasn't been there. This points both of their "objects of desire", or the focus of their goals, at the same place. Meanwhile, we have goal #2 develop into... 2. Use my grandfather's secret notebooks to understand the magic of the [stolen magic item]. Since that item was stolen by the raiders and taken to the island that unites goal #1 and #3, this goal must also tie into that island destination (and also to the magic item itself, which is the object of desire for goal #3.
2 likes • 15d
Amazing, thanks for the great recap :)
D&D 5e or 5.5e Passive abilities
How do you use the passive abilities in D&D: passive perception, passive investigation and passive insight? I know passive perception are things that a character automatically (or passively) notices whenever they enter a situation/encounter with no roll needed e.g. a player with a passive perception 13 will notice that an NPC appears to be out of breath, has some welts that haven't yet turned into bruises, is in shock, and is missing the purse that usually hangs from his belt. Ok that's all well and good. Other examples could be perceiving things in a room that look out of place, seeing signs of travel through a location. But how do you use the other passive abilities. A quick look in the PBH and DMG didn't really come up with a great answer. So this is what I came up with. Passive investigation is what a character automatically notices about what is happened in the past. With the NPC example I gave before a player with the requisite passive investigation will take that information and deduce that the NPC was probably just beaten and robbed and managed to escape and depending on what the players know about the NPC and the characters passive investigation the player might even know who did it. The point is they can take what they see and already know and deduce what has happened in the PAST. Some other uses could be finding hidden doors and traps, determining if anyone had been this way before and how many. Passive insight on the other hand focuses on the future. A character with a high enough passive insight will know that the NPC is likely to do next whether it be to run, hide, get his own weapons and rob someone else, find his own gang and take revenge or call the city guard. Passive insight is the ability to deduce what is going to happen NEXT. Other examples could be knowing that if a trap door is opened a firebolt will shoot out or that the group that came this way before left things behind so they will probably be coming back or vice. There are some strengths if this approach that springs to mind
2 likes • May 25
For me, passive skills represent things that a character is so used to/so good at/has extensively trained for, that it would be preposterous for them to fail the check if their passive score already beats the DC. Passive score = 10 + your skill modifier, so it's extremely easy for your player to calculate on the spot when prompted to give you that information (with the caveat that Advantage on a skill adds +5 to your passive, and Disadvantage -5, that's the only extra rule to remember). For example, if in my party of 4, I have a buffed dude/gal who's a certified rock climber, and they have to make an Athletics check DC 13 to climb up some steep terrain, I will ask my veteran climber: - "What's your passive Athletics?" - "17." - "OK, you succeed. The others, please roll." I really like to go about it that way because it rewards players for the story they're trying to tell for their characters. If a player is super paranoid and always trying to suss out people's true motives even when there's no real reason for that, their passive Insight might come in handy every now and then. If a Cleric/Paladin is the scholar type and some information even remotely related to their deity is needed, their passive Religion might kick in. Et cetera, et cetera, you get the idea :)
Preorders Open for New Game Master’s Handbook!
Hey folks, Jonah and I try not to use the lab to spew our own cynical, penny-pinching schemes too often, but this is both pretty relevant to the lab and has a really big impact on our work, so I thought I’d share it anyway. You can preorder our book through Barnes and Noble here: https://www.barnesandnoble.com/w/the-game-masters-handbook-of-collaborative-campaign-design-jonah-fishel/1147035456 Barnes and Noble is running a preorder discount on a bunch of books, including our own! Preorders make a huge, HUGE difference in the success of a book in physical retailers—they’ll decide how many books they want to buy/stock when it actually releases, so if you’re at all interested in our next book, please consider checking it out. If the book preorders well, they’ll place a larger order, which (1) helps us sustain our authorial careers, (2) makes our publishers more likely to approve future projects for them, and (3) helps us work on future cool projects for here! With that said, we always advocate for shopping with your friendly neighborhood bookstore, so if you prefer, hold off until they’ll carry it! There are other folks who’ll carry it as well, the easiest to access for most people being Amazon. We’re extremely proud of this book, and in many ways we think it’s an overall stronger work than the previous one (and we certainly had a lot more experience when we wrote it). You also don’t need to have read the proactive one if you want to read this one, although the two books can work well with one another. If you’re interested in any level of narrative in your game, consider checking it out! Thanks everyone, we’ll see you in the lab.
0 likes • Dec '25
@Tristan Fishel Hey Tristan, no I ordered a hard copy from my local bookstore, it should be arriving soon :)
1 like • Jan 8
Alright, it's finally here hehe! Can't wait to read it :)
Balancing a no-damage (yet difficult) fight
Hi everyone! I just finished creating a lost temple with several puzzles for my 5e (2024) campaign, but I would love feedback on the final fight I designed to access the vault, as this is quite a unique fight. I got the inspiration from here and hearing how achieving a specific goal can be the way to win the fight, but I have no idea of how to balance it properly. Basically, it would be a non-lethal fight where enemies are only there to prevent the players from moving around and place themselves where they need to be in the room for as long as possible. So CR is not much of a guidance there. Would any of you experienced D&D DMs be kind enough to either read the script & enemy stat block and share your thoughts, or even playtest that fight in an online sesh one of these days?
0 likes • Jun '25
I had planned a few pillars for cover, but yes I love the idea of environmental dangers that they should avoid to add to the strategic positioning tension. Thanks a lot for the suggestion! Yeah we just have a dry-erase grid so the battlemap will look pretty rudimentary but I plan to draw all the necessary information. I don't think they can lose, unless they run ouf ot HP which would mean this fight has dragged on for 6 hours probably xD In my mind I just wanted to create a fight that will keep them out of the objective for as long as I possibly can so that both the characters and the players come out of it exhausted, but triumphant. If they really struggle to get it done eventually, I have a few strategy options to give out as guidance to optimize their chances basically. Do you think I should add an actual, tangible possibility of defeat, such as a time/turn limit before the vault becomes inaccessible for good? I wasn't planning to, mostly because I have no idea of how difficult the fight will actually be and I don't want to punish them for that.
Great idea from the pointy hat.
https://youtu.be/Hg9BWF7KYqE?si=hSY00HhcOV_6yiAZ I'm definitely going to apply this into the next session. It's just about getting more movement in battles through a special mechanic in each battle, and I Absolutely love it.
1 like • Jun '25
Wow I love it! Now I just need to gain more experience as a DM before I start running encounters with these 😄
1-8 of 8
Pierrick Fleuriot
3
44 points to level up
@pierrick-fleuriot-8198
He/they. French video game translator and TTRPG nerd, about to DM my very first (and self-written) campaign. Both excited and nervous haha!

Active 5d ago
Joined May 1, 2025
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