Activity
Mon
Wed
Fri
Sun
Jan
Feb
Mar
Apr
May
Jun
Jul
Aug
Sep
Oct
Nov
What is this?
Less
More

Memberships

Game Master's Laboratory

241 members • Free

15 contributions to Game Master's Laboratory
Howdy
Nice to meet everyone, my name is Anthony! I have been playing RPGs consistently since 2020, mainly in one campaign that was running "Castles and Crusades" but switched to Dnd 5e 2024 last year. This year, I decided to try my hand at DMing and I have run a total of three one shots, though I am preparing for a few more one shots and an actual campaign in the nearish future. The systems that I'm either actively using or wanting to use are Dnd 2014/2024, Cosmere RPG, Daggerheart, Draw Steal, and Blades in the Dark for non magical style campaigns (there are others, but I primarily want to use these systems for now). My first campaign will hopefully be the time travel one of Zaman's Guide to the End of Time, though that setting is mainly around one city with limited time traveling to other areas, I'm kind of curious how to do a proactive campaign within this kind of setting that essentially requires the users time travel to the location, though I have some general ideas (establishing "what" should happen and not "which faction" will do the action as of late). I'm about halfway through the Proactive Roleplaying book, but I heard about this group from Ginny Di :)
2 likes • 8h
@Eric Person good point. As much as I'm a fan of the idea of proactive Roleplaying I think it can be taken too far, so there need to be some givens. Gms need to have fun at the table too and if the GM wants to play a time travel game but the players want to open a pet store then there is a fundamental disconnect, so some things need to be explicitly agreed upon from the start.
A "show, don't tell" approach to proactive roleplay
I'm getting ready to start my own homebrew campaign in January. Since reading PR I've decided that I will provide the world and how the different factions will operate but my players will set their own goals and dictate where the game goes. However before they set their goals I want them to gain knowledge about the world from inside the game. My plan is to play the first three sessions as a prelude to the world. In these sessions they will learn several things that the average person in this world do not know. They will learn about two opposing factions within the theocratic government that oppose each other. They will learn about different forms of magic and get trained in that magic. They will have an opportunity to join a secret underground organization and meet several key NPCs. They will meet the BBEG in a vision and have an invitation to join him and they will be invited a secret faction that are working against him. With all that knowledge they can then make informed choices. Have any of you tried this approach to proactive roleplay?
1 like • 18h
@Eric Person that kind of organic flavor is priceless, and makes the world seem real.
No More Fishing With Storyhooks - Selling Point of Proactive Games
My Kingmaker game seems to be falling apart. We have reached a stage where the players are not biting at adventure hooks and talking about their characters not being engaged with the kingdom. I think there are two problems (1) they are waiting for something in the story to engage them and (2) the end of the last chapter was wonderfully climatic and wrapped up most of their ongoing story arcs. I am grateful for the Collaborative Campaign Design book for giving me language to think about the character arcs more constructively and the Proactive Book for letting me push some fo the character engagement stuff back on them as the owners of their characters' stories. Now I think I will find out if the real problem is (3) player boredom after 94 sessions. I would love to finish the APs story, but have a hunch the best answer will be to start fresh.
1 like • 4d
@Eric Person thanks. Did you ever play D&D back in the day when modules were about 30 pages long and could be played in a few session.
1 like • 4d
@Eric Person yep the red box was my first experience too. I don't remember the modules I played. I started DMing with 2e. The last one I remember running was all three of the Desert of Desolation modules. When I got back into D&D a little over a year ago it seemed odd there were so few modules until I realized a D&D module now are about 10 modules from back then. Sometimes I think it's too much of a commitment for many players to ask them to spend about a year to play one campaign.
Rumor Tables - a mechanism for sharing faction progress
I've been enjoying reading "So You Want To Be A Gamemaster" for the last month or so. Even though his discussion of Rumor Tables focused on hexcrawls, I am excited for its potential in my new city-based proactive game. The basic concept for hexcrawls is that the rumor table is populated with nuggets of information PCs can pick up that will direct them to hexes (get the story moving). Characters might pick them up chatting with a merchant or tavern keep, as 'treasure' in a foe's things, a mysterious note passed to them, as the result of some divination magic, or just shared between sessions as stuff characters heard going around town. Fundamentally, the Rumor Table is a mechanism to get enough world information to players that they can make meaningful (informed) choices. And it solves a problem I often struggle with and was anxious about for the proactive game. In my city campaign they will be a mechanism to share faction goals, progress on those goals, and introduce NPCs they might look for to connect with those goals. I can probably work in some city crawl type clues as well, particularly if getting to the location can start them on one of their goals. Alexandrian Article: Hexcrawl Tool: Rumor Tables
1 like • 7d
@Eric Person thank you. I read Mistborn and it was ok. I might get around to the rest of them at some point but this isn't a series I'm worried about spoiling. And given how things are set up in my world she'll be right to be a little suspicious, not of the messages themselves but of those that seek out the messages.
2 likes • 4d
@Tristan Fishel thanks! Yeah it plays into the worlds wider cosmology and in part why the world is the way it is when the game starts.
Faction Tracking
so I have a question about the faction tracking clock system. The way I read the clock system given enough time (and assuming the PCs don't actively work to prevent this goal) a faction will eventually succeed. But what do you do when two factions have the same goal and for one to succeed the other must fail. The clock mechanic doesn't seem designed to handle that. Do you just make a decision about who succeeds and run with it? Do you try and tie success to player actions no matter how remote? Curious about how you all might have handled this.
1 like • 12d
@Jay George just thinking too that I'd start the clock once the PCs find out about the factions goals. In the game world I am putting together the BBEG has been influencing the world for centuries unknown to the world at large to meet his own ends. When the PCs find out about his plans the clock will start.
1 like • 11d
@Jay George I'm excited to try this out!
1-10 of 15
Mark Petersen
3
7points to level up
@mark-petersen-6595
My name is Mark. I got back into playing D&D after a 35 year hiatus. Now I'm going from player to DM with a ton of over ambitious ideas!

Active 5h ago
Joined Nov 12, 2025
Provo, Utah
Powered by