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Game Master's Laboratory

388 members • Free

28 contributions to Game Master's Laboratory
Fun NPC from Discworld
The latest session of my long term campaign was yesterday. Two of the players were trying to infiltrate the rich side of town and quickly realized they would need to procure a change of clothes sp they would blend in. I had to improvise a merchant NPC on the spot. Being an avid fan of STP and his discworld series, my mind reached for the only character that fit the bill - Cut-me-own-throat Dibbler 😄. I played the character up just as he was in the books. On of the advantages of being older (I'm in my 50's, most of my players are 20s/early 30s) and from another country (I'm from NZ but live in Utah) is that I have been exposed to cultural influences that my players haven't. Not a single one of them has read Discworld, so Cut-me-own-throat Diibbler is completely new to them, and I could shamelessly use (rip off) the character without them knowing. I hope that one day at least one of them reads the books and smiles knowingly.
1 like • 1d
There’s rewards for how you bend words in discworld too. I’ve a ton of dragonlance books I got in a charity humble bundle from wotc last year and must start reading them. Most people lose me when they talk about anime too. A game I play in often refers to it. Thankfully I play a 70 year old woman from Hicksville.
0 likes • 21h
@Mark Petersen I have that Racenloft module. I read it but let the mechanics drift over my head. The map itself is a mechanic of its own.
Tips for DMing First Time Players?
Heya! Been taking a long break from tabletop DMing but some of my coworkers have expressed wanting to follow through on the idea of playing D&D so I want to give it another shot. Only thing is, 2/4 people interested have never played before, and the other two have done maybe 2 sessions so they're very new. As a newer DM without a *ton* of experience, I'm a bit worried about making the campaign accessible for them and teaching them when I honestly don't understand everything myself haha. With all that said, anyone have any good tips for helping new players get their bearings? Are there certain things you do with veterans as opposed to newbies? Any advice is greatly appreciated!
1 like • 1d
I agree with everything said above. There's excellent advice there. If they are set on playing DnD, then I would recommend using the Dragons of Stormwreck Isle starter set as it is a short adventure, and also comes with pregenerated character sheets. I would never get beginners to make their own characters if possible, unless they were absolutely determined to do it. there's also another option of using ShadowDark without them even realising it's not DnD as it's basically a light version of it and a lot of people use it as an introduction to the game. I can't speak from experience on that because I've never played it, just going from hearing about it from a lot of people.
Mail call!
260+ pages?! Is there an audiobook? Maybe I’ll wait for the Netflix series ;)
Mail call!
1 like • 6d
@Alex Newman yeah. Not only do I own a physical copy. I bought the kindle version on Amazon.
0 likes • 5d
@Jonah Fishel & @Tristan Fishel Congrats. That’ll be useful for people who are anti-Amazon and also people who want to have the preserved page layout for tables and such.
Seed Question Concept - public or hidden?
Trying to figure out how to adapt a concept to proactive games ... Edariad just pitched six steps for a great campaign (link) based around the concept of a Seed Question. This is a question is not about the plot, but about how the world works or people work. His example is "who gets to decide what the world looks like". He argues that reasonable people need to be able to disagree about it, and that the villian and PCs all need to have a personal connection with it. The idea really resonates with me and feels compatible with the central conflicts concept. Where I am stuck is his suggestion that it is important that you don't come out and tell the players, but that it is the question they start talking about after the first session without recognizing it. That it looses value and impact if they players are thinking from that lens initially. I see the point of it being a hidden force, but feel like it would need to be part of the discussion of theme and character creation in a proactive game. Anyway, I would appreciate others' opinions...
1 like • 6d
@James Willetts I found a lot of what he was saying to be good but also there seemed to be several tiers to it. 1 was the easy way, your character knows X so therefore what Y would you know? I like this as you're not lore dumping on the players, just drip-feeding it when its needed in a far more digestible way that doesn't result in glazed eyes. 2 is best referred to as Sly Flourish's spiral campaign building where you focus on the where the players are and only plan for the next session and just one horizon out (town or village). 3) IF you WERE one of those people who wanted to build massive worlds and fill them out, here's a way to make it less rigid. Number 3 is the bit where I would steer far far away from. I really like Edariad's videos (I only recently discovered them and wish I had sooner). Sometimes the things are too much hard work though. But sometimes he makes good points and helps make things easier.
1 like • 5d
@Tristan Fishel actually I did hear somewhere recently for people who haven’t ever built a world (me because I don’t have time and I’m too lazy) to go and build a small one because it makes us a better GM somehow. I can’t remember if it was Mystic Arts or Edariad’s videos. It got me thinking though.
Safety Tool Question
(N.B.: I'm not asking for a debate on the utility or necessity of Safety Tools in RPGs) A question for RPG players and GMs: I'm building a new Safety Tool similar to the X-Card but with a wider range of message. (The X card is a clean, direct, non-verbal way of communicating a single, important piece of information. In the case of the X Card, it's "Stop everything right now") There are some other similar safety tools out ther. The X-Card was expanded to include "N" ('please fade to black'), and "O" ('everyone OK?'). What sort of things might you want to communicate to a GM (or have communicated to you) in a way which doesn't necessarily interrupt a scene? And -- I can't believe I have to say this -- but they don't necessarily need to be bad things. Here are some examples: - "Can we take a break after this?" - "Proceed with Caution" - "I enthusiastically consent to this, even though my character seems to be hating this" - "I have a rules question"- - "More of this, please!" - Think of it like a semaphore or an ideaogram. It's a way to communicate a potentially complex idea in a single moment. What sorts of things do you want to be able to communicate to your GMs?
1 like • 6d
@Ivory Hall Absolutely yes to all of this. I've chronic illness an am neurodivergent so all of this applies and would be welcomed.
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Richard Mills
4
85points to level up
@richard-mills-2962
Musician, neurodivergent nerd of tabletop games and audiobooks. I love 5e, desperately want to run Daggerheart & Discworld.

Active 21h ago
Joined Nov 24, 2025
Ireland
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