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Game Master's Laboratory

228 members • Free

244 contributions to Game Master's Laboratory
Nice to meet you.
Hello! James here. Just another DM/worldbuilder. Mostly spends time developing new systems and lores and adventures. I'm a-o-kay as DM. Better on screen and keyboard. One of those DM who overprepares and loves preparation. Big fan of long-long-long campaign with open-world and minimal to-do. Been doing this for like 10 years. Not always but ons and offs. Been running my own system for a long time now. It's a dark world with martial artist/cultivator concept. Used to do D&D5e, touched Daggerheart, grazed CoC. Mainly does offline tables. Trying to see how I can replicate my games online 0.0
1 like • 19h
Great to have you James!
Handouts!
“And my top game mastering tip is… Handouts! I love handouts!” - Gareth Ryder-Hanrahan. Post your cool handout experiences and ideas here!
1 like • 2d
I wish I had some old pics really badly, but I'll do my best to describe stuff. In my experience, nothing, NOTHING, gets people fired up like a nice big map. Gathering around a table, pointing at stuff, scheming together, a good map works wonders haha A handout I was pretty proud of was an elaborate infernal contract a BBEG had made with a devil. The "puzzle" was figuring out ways to take advantage and trick the guy into breaking it on accident, losing his power. I'd wanted to make a scroll haha but the printout was pretty neat too, the players liked it a lot
Dr. Dhrolin's Dictionary of Dinosaurs - Campaign Idea (PF2e)
I picked up a crazy roleplaying supplement this summer and am working up ideas on using it for a new proactive campaign. Ultimate nerd supplment: there are journal references on the creature descriptions. Anyway, so far here is the pitch ... In a desperate attempt to stop an imenent appocolypse a powerful NPC conducts a ritual to send a group back in time to stop it. Something goes wrong and the characters end up forward in time in postapocolyptic dinosaur land where they can potentially discover what happened, correct/improve the ritual, and go home to stop it (or they can stay in dinoland). My sense is that because the failed ritual is fixed (out of PC control), this should be the campaign starting point. I would give them the background that there is an impending apocolypse and a plan to correct it, that something went wrong and they end up in a strange place with strange creatures. I would not tell them about forward or back in time? The PCs would then make characters and goals from that information. I might write some ideas on clues they might find, but should focus on the factions, npcs, and locations in dinoland, and be prepared for them not to head home. Am I thinking about setup for a proactive campaign about right?
2 likes • 4d
That is an AWESOME setup for a game haha! I'd say "you've been sent to and are now stuck in dinoland) is a solid pitch for a game, I don't think you'd need to not tell them about the time travel bit, or you could remove it if you don't vibe with it? If it's baked in from the start and they make characters/goals with that in mind, I don't think it's a huge issue. Setup wise, that's perfect: if you can identify the factions and NPCs (and their goals), and the locations, then you should be good to go. Once PCs have goals, you look for overlap and its off to the races
Happy to be here
Hi all! Name’s Jude. Pronouns he/him. I’m 25 years old and have been playing RPGs since I was about 12. I got started with the Old West End Star Wars RPG and AD&D2e, but since then I’ve tried a lot of games and am always looking to try more. Lately I play a lot of PBTA and Resistance System games, though I also enjoy the various Chronicles of Darkness splats and me and my friends design our own games pretty frequently. I’m working on a superhero game myself. Currently, the four campaigns I oscillate between are an FFG Star Wars game (GM) set 200 years after the original trilogy about how the New Republic became corrupted; an Apocalypse World game (GM) about a flooded world presided over by strange monsters created by psychic phenomena; my friend’s Spire game (player) where we’re setting up to take the fight to the High Elf military; and my other friend’s hack of the Lumen Light system (player) where we’re Destiny Guardians in a West Marches game, exploring the planets post-Final Shape! I really enjoy trying odd games, anything off the beaten path and breaks the mold interests me. Crunchy, rules-lite, doesn’t matter as long as it has something interesting to say about its subject matter and pushes boundaries of game design. With that in mind, I guess for my intro question: what system’s rule(s) reinforced the themes of a game you played/ran?
2 likes • 9d
Great to have you! That’s an awesome array of games haha, I think the system that changed how I ran the most is Blades in the Dark. It was my first non d20 fantasy game, and I was amazed how much the mechanics of the game influenced the tone and my own actions, both as player and GM. Excited to hear about your experience as a GM!
Running Proactive campaigns with published worlds
Hello everyone! Excited to have found this community. I’m a new game master and loved the proactive campaign book when I read it a couple of years ago. So, when I found out a sequel was coming, I started googling and came to this site! Woohoo! I have a practical question that I’d love some collected wisdom on: how do you provide just enough information about your world to give players enough to build interesting and informed goals (as if they have been living in that world). Especially if you are using published settings like Midgard (Kobold Press) or Fearun/Forbidden Coast (D&D). Maybe this will be addressed in the upcoming book, or if this was explicitly handled in the first please let me know! Been a year or two since I last read it.
0 likes • 9d
Great question! And thank you for the kind words! We do talk about it in the next book haha but i can give you the highlights. The brutal truth is, I’ve never been able to get my players to read much about a setting, maybe a page at most, so giving them an in-depth knowledge of the world is tough. What I’ve had great success with is having a collaborative setting building “session -1” where we adapt a setting. There’s a video in the classroom tab about this, but we mostly tackle homebrew settings, I think we’ll need to make one about adapting existing ones because in my opinion it’s way easier and let’s you use published modules. Essentially, you choose the most important stuff about the setting (major locations, maps, factions, NPCs, how death works, etc) and make a little one page sheet. You go through different categories and make facts about the world, and as the players go through the process, two things happen: they know the world way better than anything a GM makes on their own, since they were part of the process, AND they immediately get much more invested in it. This setting won’t be exactly the same as the published one, and sometimes you have to tweak player ideas to get them to work, but usually it’s close enough that you can use almost all of its published materials. The pieces remain the same (in a forgotten realms game, there’s probably still drow cities underground and angels in heaven) but you and the players tend to lay those pieces out in a way that provides a new direction for the campaign (maybe the drow are trying to steal from the angels or something similarly sinister) There’s a lot to it, but that’s the basic idea!
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Tristan Fishel
6
1,433points to level up
@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 19h ago
Joined Aug 6, 2024
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