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Game Master's Laboratory

257 members • Free

287 contributions to Game Master's Laboratory
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
1 like • 4h
I’ll need to check it out! Sounds awesome
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?
1 like • 2d
@Eric Person Definitely! I think a couple of safer hexes where it's made clear than the party can set up camp for awhile without danger could serve the same narrative and rhythmic purpose
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?
6 likes • 5d
One of the most frustrating parts of GMing, and one that took me a very very long time to accept, is that almost no group of players will do additional work outside of a game, and most of what they will do is gonna be self-directed. I’m not sure what quirk of player psychology does this, because I’ve found myself doing it as a player, and I’ve had incredible, thoughtful, generous GMs who have done the same thing when they were players at my table. It’s frustrating, but it’s sort of something we have to accept and work with. If it makes you feel any better, I’m sure your players don’t mean anything negative by it, the game just seems to occupy a different part of the brain for most players than their GMs, but it doesn’t mean they aren’t invested or having fun. My solution (which @Jonah Fishel figured out pretty much immediately and did right off the bat—I was stubborn and took some time to follow) is to always do that stuff at the table. The end of the session works best if you can get the timing right, since it gives you time to prep, but the start is also nice because everyone is at max energy and you *have* to get that done before you can play. When everyone is there talking about it, you can ask some specific questions and get them talking to each together and essentially planning, which has worked with most of my groups. I’ve had some success texting them in a group chat and asking, but it’s been mixed depending on the players, what time I ask, and how much momentum the game currently has. After a major arc or a lot of goals wrap up, I tend to get non-specific responses, and if I ask while everyone is working, th same. But sometimes after a session, I can ask what they’ll do next, and write down the responses myself. The other answer that I hate to say but is sometimes the case is that not all players like proactive play. If prep is the only issue, I would try doing your goal stuff on call in session, but if the players seek to prefer reactive roleplaying, that’s not a failing on their part, it’s just preference. Jonah and I don’t tend to say that very much, because I do think that once most players have a taste of it, they do enjoy it, and it takes practice and experimentation! But proactivity is definitely a spectrum, so you may need to reintroduce some reactivity into your game to keep things moving until the group settles into it a bit. Again, I don’t tend to offer that advice often because I don’t want to encourage GMs to quit too early, since proactive play usually does take a few tries to get a feel for. But if you’ve been trying for a bit and are getting really frustrated, there’s absolutely nothing wrong with trying some other approaches to keep the game fun for everyone
0 likes • 2d
@Mathew Bain nooooooo ah I'm sorry, that's too bad. Hopefully once you get a session in, that groove will get reestablished. Sometimes all it takes is actually playing for a bit. Hope to hear about it soon!
Risk Aversion
Something that I heard in a Matt Colville video I was watching again recently (I think it was the Running the Game on losing?) has been rattling in my mind. Essentially he implied that new players, at lower levels in TTRPGs are more willing to take risks than players with more time in the game, higher level characters etc. I think that's fairly accurate, but I've noticed a related feature. In my experience, both as a DM and a player observing fellow players, the behaviour persists into a new campaign. Even on their new level 3 characters people carry that risk aversion with them. My working theory is that they feel the new character is better- they've learned more about backstory, more complex/rewarding builds etc, so they feel more protective of the new character. I've noticed this so much so that I've seen a player go in to their first campaign complaining combat isn't deadly, and on the next campaign and character they're asking for character death to be impossible, the monsters to be unable to crit, and for fewer combats. Personally, I run 5e near enough RAW, so actual character death is pretty unlikely. You can still see it though, people will avoid fights, avoid going into dungeons and chase down items like adamantine armour or a periapt of wound closure to make them tankier. I floated the idea of using the lasting wounds optional rule table, and was met with a wave of people hating the idea. Is this something any of you have noticed/experienced? I'm not sure it's an outright problem per se, but it's a change that has to be navigated.
1 like • 2d
Absolutely. I think the second character people make is easier to get attached to, because they know what they're doing a lot better. They know what sort of game hooks worked well last time, what all the cool new abilities they picked do (as opposed to the vibe-based picks my new players usually like) and as a result it's easier to feel more protective. I also think part of this behavior is cooked into the DNA of the game itself---in early, dungeon-crawl heavy editions of the game, caution was sort of the point, it was almost a survival game. Scout for traps, avoid unnecessary fights, grab the loot with as little risk as possible! Even though the modern game isn't necessarily about that, a lot of the language and mechanics of that idea survive. Additionally, since D&D has lots of resource management elements, every time the players get in a fight, they become weaker, so they tend to avoid conflict. Not a bad thing, just a style of play encouraged by the game! I tend to try to reward them for caution in my games by setting up lots of encounters where careful navigation of dangerous scenarios lets them stay safe while watching the chaos they set up unfold. ie, my players love negotiating with potential enemies to make them fight each other and avoid danger, so I'll run some tense social scenes that culminate in a big fight where the PCs have the upper hand and their foes are at eachother's throats, etc But not all players, and not in every game! John Harper, the creator of the game Blades in the Dark, has one of my favorite pieces of advice for any game. "Drive your character like a stolen car." That game is all about scoundrels, daring heists, and raising the stakes relentlessly, so it works incredibly in that "pressure cooker" setting, but honestly I think it also works great for D&D style games where the PCs are hard to kill and encouraged to pull off crazy heroic stunts. Act recklessly! Get into trouble! Raise, raise, raise the stakes, the tension! Create drama!
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 • 20d
Great to have you, and sounds like an awesome start! I’d love to see some updates and hear how it goes, and please feel free to throw any questions into the lab :)
0 likes • 4d
@Jarrad Maiers best of luck! Let us know it goes :)
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Tristan Fishel
6
1,282points to level up
@tristan-fishel-9232
He/Him. Co-Author of the Game Master's Handbook of Proactive Roleplaying, GM, TTRPG enthusiast, half of the Quest Brothers. Wiser than Jonah Fishel.

Active 4h ago
Joined Aug 6, 2024
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