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Game Master's Laboratory

340 members • Free

11 contributions to Game Master's Laboratory
Thoughts/questions after the live.
It was great to meet those that joined last night. There were only 5 of us, but I see that as a strength as everyone could be heard and there was some great insight given. Afterwards I had the following thoughts (some of these will make sense in general, others might only make sense if you were there last night) 1. How can players really set goals when so much is unknown to them. My campaign is 4 sessions in. I doing a homebrew world where so much is not what it appears to be on the surface. Should goal setting sessions be done periodically, say at the end of every subplot? 2. Eric had the idea of doing mini sessions/one shots to give context to character relationships. To expand on that idea, what about a West Marches style campaign to get them to level 5 and then from that group of players (or subgroup if you have a lot of players) start a long term campaign. This means predefined relationships and characters that started from level one. D&D beyond has a module/one shot called Hold Back the Dead that would be a perfect intro for this kind of West Marches campaign. 3. My barbarian child character. My group wants to keep her safe and a lot of the feed back was to find ways for the group to do this, eg neutralize the threat, put her out of harms way. The only issue with this is it will either mean the game is over (neutralize the threat) or the character leaves the game (put her out of harms way). I was thinking this morning of a third option...make her a total bad ass. This is something my players will jump at and is rich for role playing. All of the characters have things they could teach her and, given that they love role play (session 4 was 2 1/2 hours with no combat and role played exploration) they would really get excited by this. It might stretch the game mechanics a little but the rules are there to enhance the game not to bind it. Anyway those are my post session thoughts. I may add more. I would highly encourage those who are interested to attend any future events. It was just fun to hang out.
1 like • 15d
I agree it was fun to have hear about peoples worlds and talk about them. (My apologies for my connecton issues) I did wish the session went on longer because we only really scratched the surface of each of the two main GMS world that I think longer (or perhaps more frequent) events would be super fun to set-up. (happy to do so!). Mark your world was fascinating and in depth and it would be so fun to jump into a session of yours but let me address some of the points you brought up. 1. I think the goals of players will be ever shifting. If you want group cohesion, having a group goal is the key thing. But this may be pedantic and you are probably refering to the group to which I would say dont hold back all your big reveals. If you need to kill the(X) or the destroy the (Y) just do it. What might happen organically is a new goal that follows from the reprocussion of what and how the previous goal resolved. As a player, I always found that GMs kept too many secrets close to the chest and due to the nature of people schedules a party would never get around to a big end 'goal' moment because life would get in the way. Goals (GM, player or otherwise) can be session specific if paced accordingly imho. 2. I have a little bit of a problem with 'leveling up' systems. They certainly are fun but really they are something of an illusion since all the baddies just get stronger too. So maybe I should just say away from this query and let someone else get in there. In the end: do you need levels? What are they doing for your story? Providing time-jumps? complexity? etc 3. Love the idea of making her a bad-ass. I also like the idea (as I eluded to on the stream) of just changing the threat week to week (ala Monster of the Week) these stories could come to mean something to a form a motivation for the big bad, or to take an alternate way in, you tie the magic child's capabilities innately with a player(s) character up to even including hit point sharing. Like if the magic girl is weakend maybe the magic users spells are too. Mechanical motivation ftw!
2 likes • 15d
@Eric Person Agree with the length exposition bit, but who doesnt love a villian monologue? Especially when they can try to shoot an fireball/have the thief character sneak around back and give him a good 'what-have-you' while he is doing so and so near to the end as well/. :)
Hero Points and Other Reroll Mechanics
I just finished running more than 400 hours of Kingmaker with a character taking the Harrow ritual that provides even more reroll options. As the party got more an more rerolls the game felt more an more flat and somewhat boring. I think the rerolls really took away the up and down story beats. Made me realize how important failed rolls are to interesting narrative. Thinking back on my favorite moments as a player, they were often the highs following a string of great rolls, but they felt that way because the took us out of a dire situation, lost cause, or other low beat.
1 like • 17d
A potential 'fix' to re-rolls/hero-points that can make both parties happy could be the yes, but, no and hero point/re-roll.. I.e. yes..you CAN make a re-rolll BUT if you fail again the outcome is worse. OR. You can accept the failure now (rather than a cheeky get out of jail free card) AND as a reward you get something for free: xp, an item, whateva fits your story. This can even be gamified by giving players a set of cards of ranging (SUCCESS/FAIL) on a spectrum that they shuffle (or choose) to play on their turn instead of rolling and the outcomes are narrated. More mechanically strict games can have these cards labaled something like : brililant succes: +5 to next roll, -5 to next skill check. etc etc
Come workshop your game with us!
Hey GMs, this SUNDAY evening at 7 pm (Eastern) Tristan and I will be running a live workshop event. We'll choose 2-3 interested members to hop on a call with us and tell us about their game/players/system and we'll talk through how to: - Make it proactive, if it isn't already - Refine the goals at the table to make proactive design easier - Come up with some fun encounter ideas based on the table's goals We'll be streaming that call live in Skool, so come by and watch if you're interested. We'll also be posting the recording later, so you can catch it if you can't join us live. If you're interested in talking about your game with us, just comment below and we'll DM you about it. If we have too much interest, we'll draw names to decide which games to discuss.
3 likes • 17d
I am very interested in this/being a guest. Have all the positions been scooped up already?
Because of X you know Y.
Mike Shae's show this week had a useful concept about 45 minutes in (link). Instead of just giving a character Y, say because [character choice] you know [world detail]. His examples are class, ancestry, or being trained in a skill. I think in a proactive setting we could add persuit of goals. His argument is that connecting their character to the world makes them pay attention more than " you know Y". Anyway, it has got my brain going on how I will write rumors going forward. Still giving those out between sessions, but more personalized.
1 like • 20d
I think he is entirely correct. Id go one step further and if you have a system (or home-brew) that account for character motivation at scale. You can simply allow the play to 'yes, and' or 'yes but' the GM with further information that they know but the GM didnt consider and now has to as part of the reward for a good roll, espeically of there is a secondary locale, inspiration, insight , whatever you wanna call it roll. Some GMs dont like giving up that power to their story. but ive never seen it go badly. in fact, I love it because it gets me as GM to also think on my feet and then often I can take the suggestions the players have just made (often to give themselves and edge). 'oh the catapults are magically infused' with an enemy counter ('upon the battle fiend you see the Tactics mages who now begin casting an area effect to cripple the catapults (nuauce: that were working fine but now cant because they have been blocked). note: I realize this example makes it seems like im punishing my players. This is as far from the truth in my opinion. Im just failiing to mention all the times they then use their ideas to push the narrative forward and feel even better for thwarting a villain they (in a sense) they have created. Boom
Practical Adventures, Modules, Campaigns, Etc.
As we get ready to launch a bunch of new materials in the lab, I've been thinking again about the best adventures I've run. Not necessarily for content, but more so for ease of use, preparation, etc. Has anyone had a lot of luck? I think Draw Steel's Delian tomb is really cool. It has players gain their first level abilities over time in a few encounters, and introduces concepts in a really manageable way for GMs AND players, which is neat. The starter box adventure of Pathfinder 1e was a classic for me! The first adventure I ran, and I think it does a good job at being a manageable set of content that's well presented. It's also got a little solo adventure you can play through to learn the basics, which is pretty cool. Eyes of the Stone Thief is my favorite adventure of all time, although it can be a lot of work to prep. In play, it tends to run really smooth and is easy to reference, though---the work is mostly getting people invested in a living dungeon and wanting to hunt it down. Anyone really love the structure, layout, organization, or other aspect of an adventure that made it a pleasure to run?
3 likes • 20d
Sometime a good pick up and go game are the old, death room dungeons (i.e. tomb or horrors) buuuuuutttt....and hear me out here. You reframe the dungeon as a one shot for modern role-players. One way to do these things is like this:. Prelude: A big ol' powerful wizard rolls in mustache twirling (whateva) hearing of a few 'think they know it all' adventurers in town (the players of course) he meets up with them for a pint and then poof, they are spirited away to a wizard dungeon/prison (call it something cool: like Oubliette from French/or labyrynth) and the players have to escape from it. Session goal established quickly and your off to the races. THEN., all the puzzles are much color by number, look up the room if they get to it, have them roll a bunch of save or dies (i mean how often do we get to do that in modern rpg). TWIST: Any player that actually dies doesnt actually die but the Jumanji respawn with a mild penalty (reduced max hit points_? perhaps something more narrative that shows they have lost a bit of their soul to wizards trap etc) and you just plug through the dungeon that way. No prep, fun memorable adventure, Aaaaand players get to walk away feeling like they just played a classic.
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Jay Underwood
3
25points to level up
@jay-underwood-4803
Music composer, game designer, and university teacher who loves story focused games as much as hex and counter tactical stuff.

Active 4h ago
Joined Feb 10, 2026
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