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Game Master's Laboratory

397 members • Free

195 contributions to Game Master's Laboratory
PA Players Guide?
This idea came out of Tristan and my conversation on Sunday... What would you put in a guide for players in proactive games? What are the tips that make them and their characters better at the table? I am not sure about what they are, but I do know they are not the same as they were when I was running conventional games. Anyway, here are my four points (overlap a lot with what comes out of the books). I am curious for your feedback and thoughts. 1) The plot comes from the characters. Players need characters with enough depth and complexity (motivations, beliefs, fears; MBF) to drive and support an emerging plot. - These traits (MBF) are the engines that convert world events and conflicts into the best character goals to explore at the table. - These traits (MBF) do not need to be static. They should evolve and change over time in response to interaction with other characters and the world around them. 2) The story focuses on the characters. The best character stories often center around a character’s internal struggles. - Choosing internal struggles (flaws) that are more than cliches and being open about them will aid the group in surfacing and including your character’s story.  - Choosing internal struggles that do not resolve easily, overlap, or resolve in steps so that they stay relevant. You want to be able to make progress without finishing your story. 3) There is more time for your character. Significantly more time at the table is spent on your character (MBF). This means there is more time to resolve struggles and grow and change in response to the story. Are your MBF: - Actionable - generate interesting goals in response to world events - Connected to the World, Setting, Themes, and Tone - lean and push you into the setting - Bring you towards the group instead of away - Responsive to past events, meaning they might shift or change in response to events as the story progresses 4) Character Mechanics Matter. [for rules-heavy systems] You will have more fun if your character build fits the setting, themes, and tone of the game. Your choices in building your character impact how you can interact with the story. Look for options that make a character that can be effective and fun while approaching problems in a way that fits the theme of the game. Look for character options that allow you to participate in each pillar of the game.
2 likes • 14h
@Tristan Fishel I'd really love to learn more about this. It is a space I have not been challenged in so far.
2 likes • 4h
@James Willetts I really like the vested interest language
Writing Music?
Just curious -- I generally have instrumental music on in the background when I write (I find stuff with lyrics distracts me). I tend to listen to Danny Elfman on shuffle when I'm writing. I know a lot of people like Spotify stations but I don't use them because they're evil (you gotta pick your battles). Does anyone else listen to music and -- if so -- do you have a go to artist or album?
1 like • 3d
I need instrumental music as well, but have not settled into one source. Sometimes I like using the ambiance music I might play during a session.
Workshop your game with us this Sunday!
It's time for a community workshop. This Sunday evening at 7pm Eastern, come talk about your ongoing game(s) that you're running. This event is for GMs who are using (or moving towards) a proactive approach to running the game. We'll talk about: - Your PCs' goals and how to sharpen them - How you could react to those goals with factions, NPCs, and locations - Encounter design that's fun and also moves the story forward in a meaningful way These are pretty fun and usually pretty small (3-4 people), so come with your notes and prepared to talk in detail about your game. Also please come ready to give other GMs ideas - it's best when we all riff together. (This event is for Gold members only - if you aren't Gold yet, you can read about what it is here).
2 likes • 6d
My new group sounds like they want to use a dinosaur themed setting (palaeogames.com). Super excited. The art in the book is just awesome.
3 likes • 5d
Had a great chat with Tristan tonight. Have an idea of an encounter to run in our session zero that could be great for building engagement with the setting.
6/3 Game Signups!
Here's the signup for next Wednesday's game! Gold members get first pick, but anyone can join us for free. https://www.signupgenius.com/go/70A0B44AFA723A2FB6-64331232-blades More info on what this is is available here: https://www.skool.com/game-masters-laboratory/play-with-us?p=0c940865
1 like • 9d
Just got a call that I can go babysit my one month old grandson, so I am out. Next week though
Beyond The Wall (campaign journal)
I pulled together a group of story focused players to try an emergent campaign (collaborative+proactive). I am going to use this thread to share periodic updates on how it is going and what is working. Meetings will be sparse this fall and then weekly after the new year. It is five players from my in-person games who had to move out of town.
2 likes • 11d
@Tristan Fishel We bantered back and forth about a few options. The one we settled on was hoping forward to the next time things slowed down a bit and characters could pursue more indivudal projects (pseudo down time). Two went off exploring an abandoned part of town looking for salvage. One ran off with an NPC to use illusions to create a fake haunting to scare scouts away from the NPCs greenhouse. One went to confront the clerics of her church (she has been annointed by the god as the First Priest, so the rest of the church is a fraud). These were all things on their back burners for a while, so we let them play out and will figure out when they fit in at the table.
3 likes • 10d
SESSION 19 - Coolest use of a spell ever. This is a world where people exposed to the storm take a curse which causes them to lash out at the world around them and become incoherent. The cleric has figured out how to heal them but it requires knowing something about their life that can serve as an anchor to draw them back. When my player leveled up they took the spell Claim Curse (link)., which lets the player take the curse and all its effects for 5 minutes before they return to the spell target. How is that possibly a good spell under any circumstances? Well I walked right into it. Solace cast the spell on a recent victim, the party didn't know so they could ask him about his life and dreams, then when the curse returned the cleric could frame the prayer using knowledge of the NPC and cure the curse. Then the player says he doesn't completely recover and is traumatized by reliving the curse and what he did while possessed by it. Man I love this game.
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Eric Person
6
1,475points to level up
@eric-person-8885
he/him - player and GM of TTRPGs since the early 80s - playing mostly pathfinder at the moment

Active 1h ago
Joined May 14, 2025
California
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