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Game Master's Laboratory

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2 contributions to Game Master's Laboratory
New/Old GMs and Learning Proactive Play
Last night in the Q&A, we talked a bit about introducing proactive play to new versus old players (there should be a recording posted in the classroom tab soon for those interested). It got me thinking about something Jonah and I have talked about a bit, but never expanded on much: how does one introduce proactive play to a new GM versus an experienced one? I'm more curious about your experiences than anything else---how experienced of a GM were you when you heard about the style? I know we've got a bunch of pretty new GMs, or players turned GMs in the lab, and I'd love to hear your thoughts. Jonah and I were both longtime GMs when we started running games like this, and we implemented proactive play slowly and unintentionally over the course of multiple campaigns. My instinct is that newer GMs might actually have an easier time with the style over all, because they don't have a habit of player-reactive prep they have to break, but I have no idea if that's true or not haha, it's purely guesswork GMs, how long had you been running when you came across this concept? What has your experience been like, and do you think your experience as a GM affected it?
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I was first introduced to Dungeons and Dragons 5th edition seven years ago when a co-worker of mine invited me to a game which lasted a year. I had a great time. Over the ensuing years, I played around by running one-shot games and even running a game that lasted several months before falling apart. It fell apart because I tried to follow the 5th edition Dungeon Master's Guide's recommendation of having 8 medium to hard difficulty encounters in an adventuring day and had the players go through a dungeon that drained their resources. They completed the dungeon, but a few sessions later the game just fell apart. I think the players didn't want to play that dungeon like that. A few years later, I ran a game for a year for some friends, and I was frustrated because I could never get the players to go back to town. And even though the game was in real life a year long, the amount of time that passed in the game must have only been two weeks. The players went from dungeon to dungeon, marauding and pillaging and slaying evildoers, and they never needed to restock supplies or recoup. I didn't enforce any sort of resource depletion, I didn't have ammunition, and I just didn't come up with ways to get the players to go back to town. I had wanted to run a game where the players would build a struggling town up to eventually prosper and become an economic superpower that could compete on a political stage with other superpowers, and which would have its own militia and economy and politics with relationships with neighboring governments. But the players didn't care about any of that at all. They just wanted to slay cultists in dungeons and kill demons. That's all they wanted to do. I taught a friend how to run games, and he's been running a game for some friends and I for over half a year now. He's been running the Curse of Strahd module. I kind of hate it, but it's fun to play with him and friends. I've become interested in the old-school Renaissance style of game, and I would really like to run a game where I don't need to spend hours plotting plot points and coming up with hooks for my players. I'm romanticizing and fantasizing this idea of a game that just generates itself. I have several books in my bookshelf full of pre-packaged game ideas. For example, I have a book on cities. I have a book on NPCs. I've got a book on villains. I've got a book on legendary dragons. I've got a book on dungeons and traps. I've got a book on random encounters. I bought Questing Beasts' system, hardcover of course, called Knave, second edition. I want to compose all these things together and make a game where as I run it, I'm just constantly referencing these books and rolling on random tables, and that way I don't need to spend time preparing for the game beforehand. Now, I know that's inevitable that I would spend time preparing for the game, but the goal is to really reduce that time by a significant amount. Anyways, that's the kind of game I'd like to play, and that's my background with dungeon mastering, or game refereeing. I have the Proactive Roleplaying book, and I really liked it. I tried to run a game like it, but ultimately it fell through because I think my players just didn't want to put all that work into their characters. They got overwhelmed, so I didn't sell it correctly, I suppose. Now, I also have the Game Master's Handbook of Collaborative Campaign Design. I'm still reading through it, but I really like the idea because the less work I have to do as the game referee, the better. I want to be able to adjudicate. I'm really good at learning rules. I'm a programmer, so logic is one of my specialties, maybe, and understanding frameworks and systems and rules. I just don't like spending hours and hours writing by myself and then not even using most of it because the players only use a selection of what I created, and I'm also just not that great at coming up with creative plots and fun ideas. So I really like the ideas in the Collaborative Campaign Design book because I'd rather have my players contribute their fun plot ideas and random ideas and item ideas and NPC and creature ideas, etc. I don't want to have to come up with that stuff. I don't mind composing it and using it and running it. I'm taking an improvisational comedy class. I can do improv and run with stuff on the fly, but I don't want to spend all the time making it myself.
How Do You Bring Randomness to Your Games?
I want to run an OSR hexcrawl game whose story emerges from randomness. How do you bring randomness to your games, and what tools do you use to reference these sources of randomness? Sources of randomness could include flipping to a random page in a book, playing word association, combining the results of several random words to inspire creativity, or random tables. Tools could include pen and paper, a whiteboard, Google Docs, Apple’s notes app, etc.
Poll
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Joseph Burger
1
2points to level up
@joseph-burger-2543
I like playing make believe so much I started taking an improv comedy class woopee

Active 2d ago
Joined Nov 26, 2025
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