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3 contributions to Game Master's Laboratory
Mar 29 โ€ขย 
Advice
PBP?!?
Something that has always been a part struggle as I get older is finding a group. Not just a one shot. But a real campaign group. With my schedule and living on the West Coast. And to be honest I am use to a gaming on every other Saturday. I know that might be old school. But beside when I was in grade school for a sleepover. I never played during a week. For my mind set weekdays is for school and sleep and some TV hehe. When Civid happen Before then I never thought of playing during the weekdays. And boy did I do a lot of gaming during that time. But now we are back to a similar normal life. So my weekdays is too busy or too tired to even think of gaming. So besides solo gaming I have tried. But the thrill of a group it is ok. So I have thought about play by post. But my experience with playing what will is beyond zero. I got some serious questions. How does combat and a social reaction work. I have a hard time seeing how that could work well. I feel like I want it to work but I have a hard time seeing how it works. Help me I want this to work.
0 likes โ€ข 4d
A really good site to see how PBP is handled is rpol.net.
Introduction
Hello Game Master's Laboratory! My name is Michael (like many of us) and I've been playing RPGs beginning with but not limited to D&D (like many of us) for many years. Although I played in the "good old days" I'm only somewhat nostalgic for them. I like almost everything that has evolved in roleplaying games. I joined Skool to build my own community around teaching the art of being a "Dungeon Master" and I was delighted to find this group because I'm already a fan of proactive roleplaying. It actually comes pretty close to my own philosophies in a lot of ways, and in the past I have had similar thoughts to putting that in a system. "Player-centric" was one term I've played with before. But you guys have done a lot better with proactive, because I realized along the way that we need to involve the players in the creative process, but there is more to game than just satisfying the player's needs. What I think about, these days is in terms of the whole table is working together to serve the needs of the world, itself: a world in which nothing is real (or canonical) until it happens at the table. The GM may have ideas about the lore and background of the setting, they may know about plots and agendas going on behind the scenes, but the output of playing, the living world, is the result of those ideas coming together with the actions of the players, one scene or encounter or adventure at a time. Well, there's my grand philosophical statement. That was the assignment, right? "introduce yourself with a grand philosophical statement on the deep structure of Tabletop Roleplaying Games?" Or did I make that up?
1 like โ€ข 5d
Greetings, Storytellers. I started playing TTRPGs in 1979 with D&D in a box. I still have the 20-sider from the set of cheap plastic dice from that box. In the early 80's I branched out and my first non-D&D system was Shadowrun. I played a Burned Out Mage with a pair of shotguns implanted in my arms. I moved on to everything Palladium, TMNT AND RIFTS being my favorites. I discovered the Hero System aat the very end of 3rd Edition, but didn't buy any NEW books until 5th Edition. And even though the system is math heavy during character creation and then regular play here and there, I found that it let's me do EVERYTHING I ever wanted to do in a TTRPG. If I can imagine the potential character, I can build it. Period. I often joke about creating a floating sentient rock, named Phil, until I made him, It? As long as you stay within point limitations and the GM's limitations, your character will ALWAYS be balanced against every other character made under the same constraints, (before adding XP). My approach to TTRPGs is cooperative storytelling. Of course there needs to be conflict here and there to add flavor and satiate the "Battle Gods". There are NO "random" encounters. Every encounter needs a purpose, even if that purpose isn't attached to the current adventure. If the players delve deep enough, they will discover that purpose and maybe spur on the next adventure.
Gaming system question
I know Dnd 5.5e is not popular with a lot of folks, just wondering why. Also curious what systems are your favorites and why? I'm in my first year of ttrpg-ing and don't feel I can take on learning a new system yet but I'm just wondering in this group what factors influence your likes and dislikes about various systems. I have played some independent systems at conventions and enjoyed them, and I do like the combat mechanics of Pathfinder, but Dnd is really big where I live and I already have a lot of the physical materials so I'm pretty invested in it for awhile. Open to any thoughts though, thanks!
1 like โ€ข 5d
I started playing D&D back in 1979, the good ole boxed edition where if you played an elf, that was your race AND your class. Elves where, for the most part, fighter/wizards. I've watched the game change over the years and get more and more expensive. I often joked that if you tried to read the 1st edition Dungeon Masters Guide, from cover to cover, you'd go insane. Yet I return to that old book time and time again for the charts and info packed into it. I stopped supporting D&D when they vomited out 4th Edition and haven't looked back. Everything since 4th has been an attempt to turn D&D into a video game played at the table. I have since discovered dozens of rules systems that are just as good, if not better than ANYTHING put out by TSR/WOTC/Hasbro. Palladium Fantasy, is as close to D&D as any system got, back then. In many ways it was better than even 3.5. My current favorite system is the Hero System. Character creation is loaded with LOTS of math. Nothing that a calculator, or the Hero Designer software can't handle. The Hero system is a set of rules that help you create ANY genre of role-play. There are some templates to apply, but nothing is set in stone, except by the GM. It's a point system where the GM gives you some parameters you must fir within. At that point, EVERY character is balanced against every other character from the bottom, up. If you want to play a floating sentient rock named Phil, you can build it with the Hero System. Your imagination, the rules, and the GM's build parameters are the ONLY things holding you back. I currently use the 5th Edition rules. I invested a LOT of money into those books, and I don't agree with most of the changes that they introduced in 6th Edition. I'm currently building an anthropomorphic cow, for a Champions (super hero) campaign. She has martial arts and elemental air powers, sort of Air Bender-ish. She's seven feet tall and has a human body. The only outward signs that she is not human is her cow-shaped head, and hooved feet. Psychologically, she is kinda like Superman in her "Boy Scout" attitudes, but is far more rooted in the realities of everyday life for the humans she tries to protect. In the world she operates in, Meta humans and creatures are common enough that the government created a two year training and licensing program that allows the license holder to operate as a Free Agent "Hero". It's like basic training with deep dives into Law and crime prevention. It helps an "Agent" hone their powers and learn when not to use them.
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Doug Tingle
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Active 4d ago
Joined May 16, 2025
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