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Game Master's Laboratory

249 members • Free

6 contributions to Game Master's Laboratory
I Think I've Overdone It
I’ve been working on a homebrew campaign setting and campaign for about 4-5 months now. The group is set to have its session 0 in late January. The campaign setting seems fine, just some short gazetteers on nations, cities, leader NPC’s, etc. As for the campaign I may be overdoing it, over planning, and frankly I think it’s set up for reactive gaming. I finished the book Collaborative Campaign Design a couple of weeks ago and I just started Proactive Roleplaying. I’m only one chapter in and I think I’ve gone way overboard on the campaign. I have created an entire outline for the campaign already. I started with the BBEG, made 4 lieutenants, one per tier-arc, and worked backwards to make this campaign outline. Now I haven’t planned every little detail. My plan was to give the players “missions” that they could choose from. However, I still think this is reactive gaming. The overall arc of the campaign is that a new leader took over a nation and has become a tyrant, attempting to control magic users, remove all influences of races other than human, etc. I based all this on the Earth Civil War from the 90’s Sci-fi show, Babylon 5. The players already know some of this as I gave them the following as the campaign pitch: The first campaign takes place in the Free Concord, a nation founded on liberty and open debate, now buckling under the rule of a new High Chancellor. You’ll begin the story as fugitives, pulled into a growing resistance as cities fracture, laws tighten, and magic itself comes under suspicion. This is a campaign focused on political intrigue, moral gray areas, and meaningful choices. It’s about deciding what freedom is worth as the costs continue to rise. So, they are expecting that. I already have the first two short adventures created. Should I just scrap all this work I’ve done and wait until session 0 to get the character’s goals? I’m sure I could probably work their goals into what I’ve already created somehow. As I read chapter 1 of Proactive Roleplaying, I thought to myself that I should just scrap it. Explain the campaign setting to the players at session 0, then let them decide where in the world they want to play, instead of forcing the Free Concord Civil War on them. What to do?
2 likes • 2d
I'm about to start a very similar themed campaign. I don't think you need to scrap everything. It's totally OK to keep those notes and ideas. But what I would argue is that if you want to make it more proactive, then go through the process of working with the players to build a campaign, give them the general idea and setting, and then let them go from there. Hold onto the notes, but hold onto them loosely. Use them as a framework for what the players are going to want, and feel free to modify. If a player has a certain backstory and story arc in mind, perhaps you can use one of those lieutenants as their foil? Just a thought.
Introduction of sorts
Hello all, Thanks for developing a community specifically for those of us who are hoping to improve our DM skills. I'm excited to try more of a proactive and collaborative approach with my players. I think if nothing else, it'll make me a better DM. I'm a pretty narrative focused DM, in that on the GNS scale, I'm more heavily into the Narrativism than the Gamifying and Simulation. I really feel that RPGs are a form of storytelling that has a lot of advantages that other storytelling media don't. That there is a game built into the storytelling medium makes it even better. I know that this isn't for everyone, and everyone wants something different from the games they play. But with that in mind, I've lately started studying a lot about how to make my games better and more memorable for my players. Coming across the Gamemaster's Handbook for Proactive RP and the Collaborative Campaign guides was great. My favorite parts of writing adventures are the parts that direclty relate to the character arcs that the players are hoping for. While I love writing the plot and worldbuilding as a whole, the satisfying part and the part that the players are the most invested in are the parts of the world and story that directly effect their characters. On the 6th of next month, I'm going to have a session 0 for an upcoming campaign. I'll be using a lot of the guidelines set forth in the Proactive RP and Collaborative Campaign books, with my own personal twist on it. I find that if you give the players absolute freedom to do anything they want in a game, then they will often do nothing. In my experience, you have to give them a seed of an idea, something to work with first, then they will go further with that than I usually would. Sitting down and asking my group "what kind of story do we want to tell? What kind of game?" would get very few answers. But if I give them a basic milleiu and setting and perhaps some themes, they will go very far with them. For my upcoming (D&D5e2024) game, I've told them that this will be taking place in a city that is occupied by an invading force. I have the name of the city (Chordfall), some of the basic geography of it (in some mountains surrounded by watchtowers) and why the city is there (sits over a series of mines that have a valuable magical resource called Echo-Iron). That is all I know about the city at this point.
1 like • 2d
@Eric Person That's a really good insight. I hadn't thought of putting the preludes a little further back. I may do that. This allows for you to start your story's inciting incident and draw them into the campaign so they see where it's going, then pull each other towards each other's characters. If I can do it right, then I could potentially throw all the party together, put them into some kind of major danger in the first part of the first act, then by doing the preludes at that point, be able to give the players a sense of who each other are so they know what they have to work with in order to defeat what they have now seen what is coming. I'll have to think on this a bit. Great idea.
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.
1 like • 3d
@Eric Person I love how specific these goals are. I'm about to start a new game in the coming months, and I'm hoping that my players have such nice goals to work with.
Battles degrading to hit and hit back
I want to learn about ways you make combat interesting and reward tactical creativity!
2 likes • 5d
@Jay George I've heard something about a mechanic that allows you to have a "flashback" or something so that the player can come up with a cool idea of how they had prepared for a situation. That sounds really intriguing to me. Makes things cinematic while adding to the story.
3 likes • 3d
@Tristan Fishel I've been (rightfully) accused of having a very "narrative style" as a DM. Meaning that I focus on story more than mechanics and optimization. I love small mechanics like this that could be used for narrative choice. But I agree that this isn't something that would work well for every session. It could very well just be a "I win" button for many encounters if not used right. I've ordered a copy of Blades in the Dark so that I can go through the mechanics and check it out. I keep hearing good things about it.
Recomendation: RPG PhD Channel
I stumbled across this guys channel this week and have been really impressed so far. https://www.youtube.com/@rpgphd/playlists So far, the depth and actionable detail has been very stimulating and challenging to absorb. I feel like I need to be taking notes. It is grounded in narrative theory and cognitive psychology (including references) and focuses on why problems occur and how to apply the underlying psychological principles within TTRPGs. Definately not a 'light read', but feels particularly empowering for my proactive game. This video on speeding up combat, or this one on this one on making NPCs feel alive might be good places to start. I am really surprised his videos don't have more likes.
1 like • 5d
I ran across this guy in my feed as well. I think his stuff is really well done and interesting.
1-6 of 6
Jarrad Maiers
2
2points to level up
@jarrad-maiers-7457
Husband, father, dungeon master, usually in that order.

Active 13h ago
Joined Dec 27, 2025
United States
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