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483 contributions to Game Master's Laboratory
Immersion and player centered encounters
Reading the book and checking out everything here in the Lab makes me very excited to run a proactive campaign (if only a little anxious to change up my routine, but that’s healthy I guess). Since I haven’t done it yet, I’d like to hear your thoughts on immersion, and particularly the feeling that the world is bigger than the players. When every encounter is tied to the PC’s goals, I imagine that it might break some of that immersion. The players being the center of the universe (”the world’s bellybutton“ like we say in Norway). But what does your players say? I guess one could see the encounters as the scenes relevant to the story, and that all the random encounters and digressions are left on the cutting room floor.
2 likes • 1d
Great to hear that you're excited! That last line hits the nail on the head! Partially, we assume that there are other situations---the "boring" stuff---that happens off screen, so to speak. I also think that pursuing one's goals adds a sense of immersion, in a way; the players don't have to worry about justifying why they need to pursue what the GM has prepared to be polite: what the PCs want and the GM has prepared are one and the same. There's still elements of a Proactive game outside of the players' control. One is important in a proactive game, the other is mostly optional: - Factions are the true foil to the players. They have their own goals with ticking clocks (this is something we didn't express enough in the first book, I think) and those goals will go off if the players don't intervene. I like one or two big, impactful, punchy faction goals that are only slightly related to the PCs, but are really noticeable if they resolve. If the players run into a cult with the goal "summon the demon lord of war and conquer the north," they'll notice if the towns are suddenly overrun by demons! Not everything is (or should be) quite so dramatic, but it gives a great sense of a living, breathing world. - The optional one is lore! A GM with lots of history, factions, towns, etc. conveys the world outside of the PCs. I'm less of a purist than Jonah, so I still roll the occasional random encounter (I use tables where encounters are mostly scenes and situations, not combats) to convey that feeling. But mostly I do that because a good proactive campaign usually needs some new elements introduced as old threads are resolved! I hope this is helpful! If you've got the time, please let us know how that game goes!
How specific do you want your player's short term goals to be before making encounters?
For example: We play Daggerheart, and during a failure with Fear I used the opportunity to show an NPC (Celeste) that the PC thought was dead, retrieving a package on behalf of a faction. This happened at the lobby of high security condo, and she went back to the faction's penthouse via a direct elevator disk entrance. The PC witnessed this from the corner. The Player's goal: - Talk to Celeste My response: - Needs more specificity for me to prep, and I can't prep it unless you tell me how you want to approach talking to her So how much specificity do y'all need before it starts to feel like traditional DnD where players lean on the GM instead of being proactive?
1 like • 3d
I like my players to be pretty specific---for me, a goal like "talk to Celeste" doesn't have a lot of tension. My first thought is *why* do they want to talk to her? Talking to Celeste isn't really a goal, but the outcome of the conversation is. "I want to convince her to help us" or "I want her to spill this faction's secrets" or "I want to intimidate her into spying on this NPC" etc etc It's an art, not a science. But I like to bake in the motivation for a goal into the goal itself. Usually, we have to push players a bit to be more specific. At the same time, I like leaving some space so that no one knows exactly what will happen next. "Talk to Celeste" may be too vague, while "Trick Celeste while in disguise, convincing her that I'm her long-lost uncle here to bestow a fortune on her, thereby earning her trust and gain access to her secret information" is too specific. It helps to ask what the outcome for failure would be too! Definitely pretty flexible though
Bonus Levels...
Long time listener, first time caller...I'm Snyder from SW Ohio and I like long walks on the beach...no wait, wrong group...Been DMing for about 5 years now and looking forward to learn more and make my games better. 5E As a fun introduction...I give my players stupid little puzzles that have no bearing on the game. If they solve, it comes with prizes or bonus levels. In my last session, my players found a coin on one of the ̶m̶u̶r̶d̶e̶r̶h̶o̶b̶o̶e̶d̶ bodies from an encounter. On one side was the sigil of Baal/Bhaal and the other a figure with a peg leg. They stewed on it and someone said Diablo 2. I then held up a print out of the difficulty selection screen of Diablo 2 an put the secret cow level on the table. The bonus was refilling 2 spell slots, charges, abilities, or features, their choice.
Bonus Levels...
2 likes • 6d
Great to have you Snyder! I'm a big fan of running little "danger room" scenarios to kick off a game, it's super fun and is a nice way to get used to the game without huge stakes. I know @Jonah Fishel has run some pretty wild openers for games too
Issue 2 of Game Master's Field Notes!
This Issue: Social Encounters! The second issue our monthly zine, the Game Master's Field Notes, is out now! Written in the style of the Game Master's Handbook series (the Proactive Roleplay and Collaborative Campaign books), these 36+ page issues are packed with advice, articles, mechanics, and encounters suitable for any game. - Articles cover how to make social encounters interesting, easy to run, and avoid over-mechanization - Encounter creation guidelines provide a variety of ways to run social encounters and other challenges in any system - Encounters, built to drop into any game with little to no prep, cover common social encounters your group might undertake at the drop of a hat This issue is currently available to all Gold members, but it'll be up later this week to buy individual on DriveThruRPG and RPGTrader (I'll leave a comment). Gold members also have access to our monthly (returning this month) workshops, every packet we've ever made, and a slew of other game materials/recordings, plus the playtest draft of our upcoming RPG, The Ordained! You can find a writeup about the series as a whole, as well as a preview of the first issue, here: https://www.skool.com/game-masters-laboratory/now-out-the-game-masters-field-notes?p=095e95ad
1 like • 10d
It's up to buy individually! You can grab an issue on RPG Trader: https://rpgtrader.com/products/10914/the-game-master-s-field-notes-issue-2 As well as DriveThruRPG: https://www.drivethrurpg.com/en/product/592531/the-game-master-s-field-notes-issue-2?src=newest_recent If you grab a copy, please consider leaving a (good) review! If you aren't sure which site to choose from, RPGTrader gives us a bigger cut, and DriveThruRPG lets you spend store credit if you've published there. Thanks everyone!
1 like • 7d
@Arun Gupta If the y go to the classroom tab here in the forum, there are materials there that only gold members can access! They're listed under "proactive packets." Lots of other stuff in there too
Now Out: The Game Master's Field Notes!
UPDATE: This issue is now available for purchase at RPG Trader! You can buy it here: https://rpgtrader.com/products/10182/the-game-master-s-field-notes-issue-1 It will be available on DriveThruRPG at a later date as well! The first issue of our new monthly zine, the Game Master's Field Notes, is out now! Written in the style of the Game Master's Handbook series (the Proactive Roleplay and Collaborative Campaign books), these 36+ page issues are packed with advice, articles, mechanics, and encounters suitable for any game. This month's theme: Travel. This issue is currently available to all Gold members, but I'm working on getting it up at DriveThruRPG with our other packets for those who want to purchase individual issues. Gold members also have access to our monthly (returning this month) workshops, every packet we've ever made, and a slew of other game materials/recordings, plus the playtest draft of our upcoming RPG, The Ordained! In the meantime, I've attached a free, shortened preview to take a look through, which you can download right from this post. Each issue contains: - Articles written in the style of the Game Master's Handbook series. These are a essentially condensed book chapters, covering all-new topics. - System-agnostic mechanics suitable for any game, made to be easy-to-use and understand. Each is table-tested and made to encourage proactive and/or emergent roleplaying. - Encounters, ready to drop into any game! These are modular and made specifically for proactive roleplaying games. We're excited to keep the momentum! I'll comment under here once this issue is available on DriveThruRPG (I was hoping to have it up by now, but there's a brief review process and I didn't wanna wait!). For now, Gold members can access it in the Classroom tab alongside all other materials.
1 like • 18d
@Richard Mills Yes! Super fun to work on, I got to throw about twenty enemies in there. Every game deserves a hag! I'm working as a contributor for an upcoming environments book as well: https://www.backerkit.com/c/projects/attic-door-media/envrionments-action-scenes-for-daggerheart/pre-launch
1 like • 12d
@Arun Gupta It's on my to-do list! We used to have one but when we migrated this community to Skool, we didn't recreate it---I can't remember why haha
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Tristan Fishel
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@tristan-fishel-9232
He/Him. Co-Author of the Game Master's Handbook of Proactive Roleplaying, GM, TTRPG enthusiast, half of the Quest Brothers. Wiser than Jonah Fishel.

Active 1d ago
Joined Aug 6, 2024
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