Activity
Mon
Wed
Fri
Sun
Feb
Mar
Apr
May
Jun
Jul
Aug
Sep
Oct
Nov
Dec
What is this?
Less
More

Memberships

Game Master's Laboratory

249 members • Free

17 contributions to Game Master's Laboratory
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
1 like • Oct '25
Congrats!
Writing Scenarios for Conventions (advice from my GOAT)
GenCon is coming up in just a few months (will anyone from this group be there? Let's meet up) and all the GMs are hard at work working out the details of what they'll be running for the masses. I have never run a game at a con (next year, maybe). My games tend to be years-long, elaborate, overwrought, etc. So there's something very romantic to me about the idea of writing a 3-hour scenario that other GMs will pick up and run. It would have to be a perfect little Swiss Army knife of tools and mechanics that anyone could run without explanation, the layout would have to be readable and compact, the premise would have to be interesting, etc. And all that sounds pretty tough to write. But we had a chance to sit down with Gareth Ryder-Hanrahan recently (who is my favorite adventure designer of all time and I think should be seriously in the running for the best to do it) and ask him how he writes convention games. He's been doing it for about 25 years now, so he's a font of knowledge. He was kind enough to share with us a PDF resource that I think you'll all find interesting. It's his guide for writing convention-style games, but I found a lot to learn from it about designing sessions of play. In it, he talks about planning on a 3-hour time block, which scenes to include (and which ones to cut), the dynamics at play in the party and the character group, and how to get the party involved in the action. Some of it is only relevant for cons, sure, but I think a lot of it will be helpful for GMs trying to write tighter and more action-packed sessions. Check it out: https://www.dropbox.com/scl/fi/wh3tlhs7fmpytfm6kpm7f/How-to-Write-Con-Scenarios-the-Gar-Hanrahan-way.pdf?rlkey=mgzmjl7gbx1fbmsu8loafeha5&e=1&dl=0
3 likes • May '25
Thank you for sharing this!
a Multiverse setting, and goals
Hi friends! I was hoping for some advice. In my head, I’ve collected a lot of “settings” some of which are mired in very complicated or just terrible game mechanics. Some were just so niche that I knew I would never gather enough interested people to play (and now are super obscure). So I’ve always wanted some way of bridging them together (also, I like the anachronistic juxtapositions, and potential fun “advantages” characters might have in gathering abilities and things from different realities, à la Time Bandits). I guess a more traditional reference for D&D fans is Planescape? I think the downside to this kind of meta-setting framework, though, is a kind of “analysis paralysis” that happens when someone is presented with what is ostensibly limitless options (I would like to give Players a choice of reality to base their character). The other side of this is goal setting, though. I keep wondering, now that I have lots of Indie TTRPGs that are easily hacked, do I just explore each universe separately, maybe stringing them together thinly, suggesting they’re all set in the same shared multiverse (which ironically seems a bit cliché now in a world that has an MCU, etc.).
1 like • Oct '24
@Jon Jones that sounds like a great way to plan this. Discuss with the players what their goals are and determine where they are from if not from the same place in the multiverse. Then determine why they are together. I like how Daggerheart creates connections between players. It allows the players to world build. Once you have that I would flush out a little of where they were from for backstory, where they are currently at, then build a bit of where they are going. I would try not to build too much lore so that you don’t get overwhelmed and just add more as needed as the story and sessions unfold. Using published products can help a lot as you can just use that and not have to deal with building your multiverse from scratch.
1 like • Oct '24
@Jon Jones best of luck with your campaign. Sounds fun. And thanks for sharing the Between the Skies link. I need to check that out.
Most influential Sci-Fi/Fantasy books for your style
I am running something next week that is just ripped straight from the pages of Dune Messiah (pro GM tip literally no one will notice if you do this). It got me thinking: What are the books you've read (I'm thinking Sci-Fi/Fantasy but I guess anything) that you feel have had the biggest influence on the way your games run? For example: I wouldn't say they're my favorites, but the old REH Conan pulp stories have had an outsized impact on how I run games. I love the mystery of the wilderness and the idea that magic is ancient and dangerous, and I love that the action is usually driven forward because Conan is trying to steal something or kill someone, and not because the action finds him and he gets wrapped up in it. What comes to mind when you think about SF/F books and the way you play and run your games?
2 likes • Oct '24
The books that has most influenced my game style varies as many have given me inspiration over the years. The Hobbit and LOTR books and Fafhrd and the Gray Mouser (Fritz Leiber) books were some of the first books and had a huge influence of me wanting to homebrew my own fantasy world for my players. I loved Gord the Rogue Greyhawk Adventures books, and R.A. Salvatore books when Drizzt was first introduced to the world. These got me more into those campaign worlds of TSR and provided more ideas to bring to my games. Not necessarily books but I used patiently wait each month for the next issue of Dragon Magazine and devour their content and find ways to incorporate that into my games.
What rule from what RPG do you use at every game?
If you've been around you probably have seen me talk about the wild amount of games that I have played. I am wondering what rule or tool did you steal from an RPG that you use or want to use going forward? I played Bunkers and Badassses this year and I love the badass moves. For a more cinematic game, you can let players completely break action economy once per session, and you just give it a particularly high dc to do so. Other players can kick in their use to lower the DC if the fictional positioning supports it. For example you can do multiple actions in the same Action but need to balance not only the difficultly to generate the DC but also how many actions it would normally take.
0 likes • Sep '24
@Nick Thompson I love this. I like to do this as well. It builds unity and the players come up with way more interesting ways on how the party came together.
1 like • Oct '24
I will use zone based combat and ultimate dungeon terrain at times for my 5e games as it speeds up combat quite a bit.
1-10 of 17
Dan Green
3
39points to level up
@dan-green-5213
GM and player. Lover of 5e, Shadowdark, DCC, Daggerheart and any RPG that gets friends together.

Active 86d ago
Joined Aug 9, 2024
Powered by