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Game Master's Laboratory

259 members • Free

48 contributions to Game Master's Laboratory
What's the hardest part about getting players to stay in campaigns?
For GMs who regularly run games with people they didn’t already know. Bonus points if you’ve ever been paid for it. Hey everyone —I found this community after reading Proactive Roleplaying (which I love), and it got me thinking more deeply about why some tables hold together for months (or years) while others slowly fall apart. I’m especially curious about games with strangers or semi-strangers, where chemistry isn’t a given and commitment is harder to predict. Rather than asking for advice, I’m trying to understand patterns. So I’ll start with one question: When a campaign falls apart, what’s usually the first crack you notice? A few optional prompts if it helps you think it through (no need to answer all of them): - Is it something mechanical (scheduling, rules, pacing), or something social? - Does it usually show up early, or after a few sessions? - Did you see it coming, or did it blindside you? If you’re comfortable sharing, I’d also love context like: - Whether you run paid or unpaid games - Whether your players usually come from friends, marketplaces, Discord, etc. I’m mainly interested in how real tables behave — not how we wish they did. Thanks in advance. I’ll be reading and asking follow-ups if that’s okay.
3 likes • 14d
I've run games online in the past. Never a paid gig, but the local scene in my area is only D&D and I had many games I wanted to run. The two big things I've run into that breaks up groups are Life Stuff and a weaker social contract. 1) Life Stuff: Some you see coming, some you don't. Shift work is a pain when trying to schedule because things can just change out of the blue. Kids, jobs, money, changing interests, there's plenty of stuff that can change the group. I've always tried my best to work with players to accomadate changes but things are just outside your control. 2) Weaker Social Contract: the more anonymous nature of the internet tends to lead to weaker social bonds forming. Forming the group tends to rest sololy on the shoulders of the GM trying to put the game together. That's a lot of work for one person ontop of advertising and running the game. People just don't feel the connection and flake. The smaller things: It's less common and you can partially account for it with decent ad copy when putting out your games onto the internet. But sometimes people don't read and it can be hard to convey everything needed in two paragraphs. • player/GM style mismatch • personality mismatch • rules system mismatch
2 likes • 13d
@Alton Zhang It's about a 50/50 split between life stuff and social contract.
Ideas for Rituals
I am a bit dissapointed in the variety of rituals in PF2e and am looking for ideas from other games and a broader range of media than my own viewing. PF2e is heavily weighted towards summon fiends and summon undead with a sprincling of consecrate ground and fortune telling. What are other goals/purposes of rituals (long cast time magic) that you have found interesting over the years?
2 likes • Dec '25
Time to bring up one of my favourites: Unknown Armies. One of the branches of magic in the system is known as Gutter Magic (named in 3e but all the elements were back in 1e & 2e) and it gives you access to a bunch of different ways to do rituals. Small rituals to manipulate luck on a small scale, weird stuff you found online that really work, and big stuff like spending a year to create a monster. There's a ton of cool stuff to do with Gutter Magic that get's overshadowed by Adepts and Avatars. Proxy rituals are an interesting one. You force someone to become a magical copy of you in the eyes of the Cosmos. You can look through their eyes, shunt curses onto them, and even death by having them die in you stead.
New Book, OUT NOW!
We are unbelievably excited for the launch of the second book in the Game Master's Handbook series, and follow-up to the Proactive Roleplaying book: The Game Master's Handbook of Collaborative Campaign Design! This book walks GMs through planning and executing full campaigns, from a full Session -1 system to kick things off to finishing every arc in a satisfying conclusion. We are so, so, so proud and grateful to share this with you, and we can't wait to hear what folks think! You can find it on Amazon (link below) or with all major book retailers, so check what's available near you! We can't wait for you to read it! We'll have more news for you soon, so keep an eye out! Thank you all again for being a part of the journey, and we'll be chatting with you a ton in the coming days. There's an invitation to this lab in the book this time, so we're expecting a few new friends in the coming weeks. We can't possibly convey to you all how grateful we are for the welcoming, helpful, and kindhearted people here, and we trust that vibe will continue as we meet new folks. Talk to you soon! Tristan https://www.amazon.com/Masters-Handbook-Collaborative-Campaign-Design/dp/1964487048
2 likes • Oct '25
Getting a copy today
Open License Systems
So I am working on collecting all of the sublicensable RPG systems I can. My goal for 2026 is to write as many hacks as possible. Planning on making lightweight versions with low/ not art and making them Pay What you want. These are the ones I have so far. Powered By The Apocalypse, Forged in the Dark, Carved From Brindlewood, Penned to Good Society, and Year Zero Engine. Do y'all have any suggestions for other games are built with open licensing in mind. Bonus if you can list both a game like this and your favorite spin off from that game!
0 likes • Sep '25
I'd have to check the specifics, but Eclipse Phase had a creative commons license. I think the main restriction was no selling what you made. I lot of really cool stuff was made under it. Hacks for Fate and Gumshoe, adventures, daily blogs.
Book Recommendations
So I recently finished reading through Jonah and Tristan’s role playing book as well as Return of the Lazy DM. Both excellent reads by the way and you should check them out as a game master, but does anyone suggest other books on running games?
1 like • Sep '25
@James Willetts I've read through some of it. It's a solid book collecting the best essays from his site.
0 likes • Sep '25
@James Willetts I've read through Mothership's Warden Handbook and it's really good. One of the most beginner friendly OSR books and neatly lays out adventure design and note taking.
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Allison Entecott
4
27points to level up
@allison-entecott-1381
A lover of many TTRPGs.

Active 4h ago
Joined Aug 9, 2024
Ottawa, ON
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