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Owned by Jonah

Game Master's Laboratory

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For TTRPG Game Masters to learn & practice running excellent games. Hosted by Jonah & Tristan Fishel, authors of "The Game Master's Handbook" series.

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139 contributions to Game Master's Laboratory
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 • 5d
@Eric Person I didn't see this when you first posted it, but I am glad I am seeing it now because I think this is very helpful - specifically what made your party realize they could "do this now" instead of wondering "CAN we do this now" We hear pretty often that players are on board with the proactive approach but then won't actually do it in session, and we usually say that's because they don't know how. But now I am wondering how often it is actually this - they don't have an opportunity to approach their goals and are comfortable enough yet to just go make one. I think that is an oversight in our explanation... like maybe it should be its own step in the process and not just assumed! "STEP X: Dangle the people, places, and things the goals are about right in front of the party's nose and see what happens". Thanks for sharing!
0 likes • 4d
@Eric Person a full PF2e session with no combat is a real achievement! Sounds like the group is really taking to what you've put together.
What do I want from the other characters at this table, and what stands in the way of getting it?
Stumbled across another youtuber. His This Question Made My D&D Chracter 10x Better feels like proactive roleplaying advice for a player stuck in a non-proactive game. This core question "What do I want from the other characters at this table, and what stands in the way of getting it?" along with the concept of making it portable if you are creating a character in isolation is a compelling idea that I think can move into a proactive structure as part of my background/bio template. https://youtu.be/k02rtl0SGOM?si=s4EYaPcz2ySkuSXE
2 likes • 5d
Haven't watched yet but I have it open in another tab - seems great. That's the core of drama, right? Two characters in opposition to each other and we get to see what happens when they try to reach a resolution. In fiction, the writer's role is then to focus on only writing those scenes in which the drama shifts/progresses in some way. We can kind of do that, too, by carefully choosing which encounters to run.
Tell us about your game!
I was reading and re-reading some excellent threads by @James Willetts and @Eric Person about their campaigns. They posted pretty regularly about how the game was going, what they were learning, how they were prepping... interesting stuff. I love those threads (and even though I don't always comment, I do always read them), so I made a category just for campaign notes/chronicles/summaries. Those big, long-running threads go there. So if you're running a game right now please tell us about it! And if you like reading about the games other tables are playing, check out that category. You can change your settings for a particular post so you are notified when it updates (you want to "follow" the post), so you can read and follow along even if you don't want to comment. I want to read more stories!
How to get players to stay bought in with proactive roleplay?
Hi, first post here. I've been DMing 5e for my friend group for going on 6 years now. In the last year I've been trying to use the principles of proactive roleplay, to highly mixed success. We play remotely, due to geography, which obviously introduces quirks and nuances not present at an in person table. Personally, I think it weakens the community element, but short of a significant lottery win I don't see how to change that. But getting people to send me their goals is unreasonably difficult. I've made it as low friction as I can, with a shared Google Sheet. They can punch in goals, things they want their character to buy, a wishlist of sorts for items, a column for little downtime activities. They've got a box each to tick when they're done. Doesn't mean I need a weekly update, so long as that box gets ticked each week and I know I can export that to a to-do list for prep. In the last 3 months I can only count 2 weeks where that tickbox has been done by the whole group. This week, none of them did so. We've had discussions, and people have said in the past that they're all in on the idea; they like it and think it makes for a better campaign. But they don't follow through on their part. 2 of the 4 have DMed, so they know that prep can be a slog. Something a player wants to do, that they came up with with a few minutes, can turn into hours of finding/making maps, picking enemies, writing NPCS etc etc. Right now, I'm in a bit of a hole of being angry and disappointed. I've written 3 different drafts of what I want to say, but I don't know if any really hit the core issue well enough. Part of me wants to just take "carry on and try to do better" off the table. We've been there before, and people did not do better. Some did worse. The other ideas I have are less satisfying, like dropping the approach entirely, or don't hit the real problem, like moving to a fortnightly game to give them more time. So how do people keep their groups on track?
2 likes • 5d
@Jesse Livingston This is one of my favorite comments of all time on this group, love the way you've laid it out here. We often get people talking about "proactive this and that isn't working at my table, my players don't want to get involved", and you have all the reasons it usually happens written out here. Tough love for some people on here - not every group wants to play this way. On the last one, "I don't know how to translate what my character wants into goals", I think that's the most common (but not what's happening here). If you're reading this later and you think THAT is the problem at your table - it is, basically, a skill issue - then don't worry! It just takes some adjusting to. The easy shortcut/fix is introducing some 2- and 3-sided conflicts that your players can learn about and "pick a side" in. Then the goals that you have created for your factions BECOME your players' goals, and they can get creative about how to pursue them. That's a nice bridge into something more complicated if your players need it.
2 likes • 5d
@Justin Hammonds My brother @Tristan Fishel uses too many words, here's what he meant to say: 1. Welcome, glad to have you here 2. Try running a proactive one-shot and see if your group likes it - if they're getting silly/goofy/fun or very serious with it - basically if they're feeling anything strongly - then you've got them! The other stuff he said was good too, I guess
The “Beach Episode”
Since I started running proactive games, and especially with some collaborative worldbuilding, my games tend to be very fast paced. There’s always something going on, and my players are always sprinting forward as fast as they can. I’ve had a few groups say they want to turn down the speed a bit and have some lower stakes sessions, which they always call beach episodes lol, some time to just chill, talk to people, shop, engage in some tomfoolery, downtime, etc. I highly recommend incorporating that, especially if your players mention it. At first, it really went against my instincts—as a GM, I tend to prep by adding as much tension, raised stakes, and drama as I can cram in my notes, and I prep by specific encounter using a PC v NPC goal structure. So the more free form, laidback stuff made me nervous that it would be boring for my players—I felt like I had so little prepared! But it’s always resulted in a great time. My players will have the opportunity to do stuff they never would otherwise, and the Freeform format makes it so they really steer the story themselves. I’ll do very little and relax, and they’ll talk amongst themselves, form more goals, make allies and enemies, etc. anyone else had some good seasons this way? How did you prep for it?
2 likes • 11d
@Jay George I think John Harper also calls his sessions "episodes", and maybe even recommends it. I usually roll my eyes at GMs treating their game like TV and movies (ie, "we open on", "there is a shot of", etc.), but Blades makes it feel right. Not sure why tbh.
1 like • 5d
@Jay George I was unfamiliar with Brindlewood Bay so I looked it up after reading this comment (only to discover I had heard of it but forgotten then name) and anyway that sounds delightful. Mechanical advantages/benefits to roleplaying a break and a breather, and taking a different style of play for a second is exactly the kind of rule I'm often chasing (and PBtA games do it well). Because if I want games to feel a certain way, then I want to encourage players to take certain actions, so I need to incentivize those. So the Brindlewood Bay approach seems excellent. Haven't played it though so I'm curious what it's like in practice. Have you?
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Jonah Fishel
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@jonah-fishel-3792
Building a space for GMs to teach and learn how to run better games. Authors of "The Game Master's Handbook of Proactive Role-Playing".

Active 4d ago
Joined Aug 6, 2024
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