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Game Master's Laboratory

229 members • Free

45 contributions to Game Master's Laboratory
Secondary Challenges
In a few hours, I'm wrapping up a big old two year campaign, and we're ending in a giant fight. Because of a whole lot of campaign background I won't bombard you with, the main objective of the fight is to hold magic items near specific points before the bad guys do the same---steal from each other, control the battlefield, unlock the Wish. I think it's pretty common advice online to offer, the idea that even in combat heavy games, it's usually way more interesting to have a different objective aside from "reduce all enemy HP to 0." What are your favorite secondary challenges to deploy, or a specific encounter that went well using this tactic? This definitely applies to way more than combat in any game: traps with a distracting enemy, heists with social encounter as the distraction, puzzles with a ticking clock are all some of my favorites. How about a game you've run or played in?
3 likes • May 6
I keep a list of combat goals on my GM screen, for inspiration! With my bigger party, I typically pick 3 objectives. Sometimes these are secondary, sometimes multiple components of the primary goal that must all succeed. Sometimes they are more bonus objectives, that make reducing HP to 0 easier. Set from the POV of the opposing side: - Hostages - Ritual - Call for Aid - Keep Item - Flank/Lure - Kill another NPC - Kidnap PC - Split and Run - Protect the Goal - Set a bomb - Mutiny - Form a Line Right now my players are battling to protect a town from half demons trying to plunge the town into another dimension. The enemies just ripped a few holes in the fabric of reality, that work like portals to/from a shadow dimension. The demons are: 1. Sieging the castle to find a specific artifact 2. Abducting citizens to fuel the bloody ritual in the other plane 3. Opening more rifts/summoning more demons Stopping the latter two of these goals involve facing the demons in both the prime world and the shadow dimension. In the shadow dimension, of course the demons are more powerful. Specifically, they have teleportation magic (which is a school of dark magic in our world), and if killed there, they don't really die. They can be summoned again by the group summoning.
0 likes • May 6
I also have a faction on the party's side who has a secret objective to be known as the ones who saved the day. Even if it means sabotaging the other "good" factions on the battlefield. They can't let other people look like the heroes.
Q&A?!
Hi everyone! I might have missed the announcement but what happened with the Q&A sessions?! Are they coming back? TIA!
2 likes • Mar 6
I also miss them, and for some reason kept missing them due to a calendar error. (I had them on Wednesday)
Looking for a tutor for an online platform
my players have been asking if we can move to an online platform for a while, since right now our setup is just a paper map, wooden tokens, and an overhead camera because they're all hundreds of miles away. And honestly, I could use less to do during our sessions; it would be nice to let them move their own pieces and just focus on roll checks, npcs, and lore. The problem is, I've tried to learn to use the online GM tools, and I must have the learning potential of spongebob at boating school, because none of the tutorial videos for roll20 or OwlbearRodeo have been helpful. they're all just a glorified ad video that teaches you nothing about the controls. I need a human. one who knows what they're doing, and can walk me through the process of building and running at least one mock session, if not a short mock campaign. Is there anyone here who can help me? or can you connect me to someone who can?
0 likes • Mar 6
I'm a Miro power user. I like it since its a generic, lightweight, collaboration tool. It lets my players add their own content, like illustrating fun narrative details while I'm busy focusing on running the mechanics. Gives my adhd players something at the table to contribute between turns too. I don't know how to use roll20 either, mainly because it was tough to learn and it felt like so much setup. I'd be happy to show you the ropes with Miro though, if that sounds interesting to you. It doesn't do any smart game features, so if you are looking for that, its probably not the right tool for you.
Prompts for connecting players to the world
Historically, I have been controlling when it came to the details of the world, which details were relevant, and which factions were in focus. To give them some chances to express their own creative powers on the world, I'm looking for prompts for them to answer about their character, preferably ones that can be acted out in-game. Hoping something like this could give all of us some practice in making the world-building collaborative. We have a rest/downtime session coming up soon, so here's some ideas I have so far: - How do you connect with people/patrons you care about? This might be a way to remember your family, honor your diety, or a method of long distance communication. - What's a resting ritual of yours, and how does it help you recover? - What's something or someone you recognize in this town? This could be a symbol, item, a famous tavern, someone you know, or a group of someones you know. In addition, I think some direction as the prompt passes from player to player could be helpful in letting the players assert their creative powers. For example, between each player answering the "what do you recognize" prompt, I could say to the next player "go bigger than the previous person did".
1 like • Feb 26
@Briggs Schneider both awesome prompts! Thanks for sharing!
0 likes • Feb 27
@James Willetts This is great. This reminded me I should probably add some conflict that just ended. I can definitely get my player's help with that one.
How do you (or do you) limit the world-building from your players?
I LOVE the idea of creating a world together as a group. I watched Tristan's overview of how he does that and instantly I can see how the buy-in would increase. I'm about to start a youth D&D program, and there are several kids that I know are going to want to go buck-wild and dive into all kinds of obscure world-building questions like detailed histories, deity structure, etc. My question is: How do you (or do you) limit the amount of world-building your players do? Building on that, do they *continue* to build the world as you play? I can imagine that could get a little dicey if a player decides they want some new aspect of the world 8 sessions in. Do you time-box the world-building? Thanks!
2 likes • Feb 23
I wish my players would get more into the world building! I used to stamp out the player's abilities to do that. Now I'm hoping to give them more free reign, and we all have to unlearn some previous behavior
1 like • Feb 23
@Jesse Livingston 1) I treat the player's input to world-building as "common knowledge" about the world. This common knowledge could be missing important details, or be total legend. This common knowledge also represents the past, or present, but not the future. It could be the public ambition of a faction, or the historical alliance between two factions, but that is all still subject to change as the world evolves! 2) That cave could have already been looted, been an exaggeration, or have a really nasty faction opposing the party from looting the gold. Something they might encounter, then have to gather a bunch of strength or resources before finally achieving.
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Tim Oltjenbruns
4
26points to level up
@tim-oltjenbruns-3590
Running Genesys games since 2014, including Edge of the Empire, Keyforge, and Terrinoth settings

Active 5d ago
Joined Aug 13, 2024
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