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Welcome to the Game Master's Laboratory!
Welcome to the Game Master Laboratory! This is a place for people who are running (or planning) TTRPG games to brainstorm ideas with other GMs, share ideas and resources, and test their creations with each other. I recorded a short video to get you started, which you can view in this post. It's all about what we do here, but it's also about how to use Skool, so if you're new to Skool, make sure to check that out! If we haven't met you yet, we would like to. Please make a post in the "General Discussion" channel to introduce yourself and tell us... 1. Which systems you like to play/run 2. A bit about the games you're running right now Glad you're here. DM us if you have any questions.
Welcome to the Game Master's Laboratory!
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Community Guidelines
Please take a glance at these before posting anything---pretty straightforward stuff. Moderators are the final arbiters on how guidelines are applied. Be Respectful: Show due respect to other people. This covers anything from being overly rude to hate speech. Do Not Post Personal Info: Even if you’re comfortable with others knowing your email or other contact info, please don’t post anything of the sort in the discussion channels. Be Supportive: Constructive criticism is welcome. Insulting other people is not. Don’t Pick Fights: If there are issues, bring them to the moderators. Don’t try to battle and hash it out yourself. No Ads: No advertising, including self promotion. Feel free to discuss and talk about things you think are cool or interesting (discussing an upcoming TTRPG, for example, isn’t “advertising” it) but don’t attempt to sell things. Family Friendly: Try to limit foul language to a reasonable amount, and don’t post anything explicit. Legal: Don’t post or share pirated content. Credit Creators and Sources: When you post art, games, or other forms of content, give credit where it’s due.
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Daggerheart Trilogy
Posting my in-person Daggerheart games in three different threads here… Please post accordingly so I know which game you’re commenting on. 🙏 One thing I’ve noticed is that emergent/proactive play is pretty streamlined in the Daggerheart system during world-building and character creation. I’m also taking some of my lessons learned from previous campaigns since reading the PARP guide and gauging ahead of time how proactive and goal-oriented the players want the campaign to be. That means these three different campaigns may have varying levels of proactive versus reactive play. Stay tuned!
One Page RPGS
So I have played a handful of One Page RPGs, and they are normally a blast. I was wondering if anyone else here had experience in them and if so what you have played?
Collaborative Games and "Verisimilitude"
A common phrase in a bunch of GMing advice videos, books, and articles I read growing up emphasized believability in a game. Matt Colville's "Running the Game" videos have an echoing refrain about maintaining "verisimilitude!" and it's something I've definitely taken to heart. Something that's been on my mind recently is how this concept meshes with collaborative games. I've heard some people say that the ideas are contradictory to each other, which I really don't agree with. A vivid piece of advice I remember hearing more than once was to make sure every NPC has a name. Even if you don't have a name for them, make one up, or say it's in your notes and you'll find it later! I think this is good advice, generally. Letting the players (including you) believe in the secondary reality is important. Why is that? Not every game needs to be believable, or even every game I run, but most games I run; not *realism,* these are fantasy games after all. But believability. When my players steal gold from a dragon, they know the dragon will get mad at them and try to fry and eat them. That's believable! When they summon a magical explosion that slams an ogre into the base of a tower, damaging the stonework and causing it to totter, it isn't realistic, but it's believable! As a GM, I think one of my most important jobs is creating interesting choices for my players. Those choices can be interesting for a number of reasons, but dramatic tension is certainly one of them, and part of that tension comes from the resolution and consequences. To make these consequences matter, the players need to be able to understand what the potential results will be (grab the gem, get cursed; flirt with the ogre, maybe get an ally or an enemy; chant the song, light the candle, fuck around and find out). You can explain the results of actions to your players, and I think understanding potential outcomes is important, but there isn't enough time in a day, much less a session, to explain every single possible outcome for every choice. Instead, we want to inject our world with enough consistency, a logic in the fiction, that we can intuit the broad strokes of what will happen. That's why a lot of GMs, especially those interested in tactical combat or long-running stories, don't run Looney Tunes-esque escapades. Taking the world a little bit seriously helps us believe in it, which in turn makes it easier to engage with and form interesting choices and consequences.
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Game Master's Laboratory
skool.com/game-masters-laboratory
For TTRPG Game Masters to learn & practice running excellent games. Hosted by Jonah & Tristan Fishel, authors of "The Game Master's Handbook" series.
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