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Game Master's Laboratory

241 members • Free

264 contributions to Game Master's Laboratory
Hi Folks
Hi there everyone. I'm Richard, pronouns he/they. I started playing RPGs in 2018 with 5e after seeing a group playing it on a camping trip and thinking "I want to get in on that". So I started going to a local meetup. I played in an online campaign for a few years. The dreaded 2000 plague hit and I was in 5 online games a week. I also DM, now regularly, but didn't get on with pre-written modules as it's just too many words to get through and my memory to retain. A wall of awful for my brain. So far I've stuck to one-shots but will be running a homebrew 5.24e campaign using the Proactive approach next year. While I've mostly played and DMd DnD 5e, I own several other games that I'd love to run at some point. Although I'm better off learning as a player first. I've the original West End Games Star Wars & the FFG version. Daggerheart (I soooo want to run this and think I could right off the starting line). Alice is Missing (an unusal one as it's 100% by text message yet still around a table). Goblin Quest (because it's zaney and fun). I also have both of the diceless RPGs by Guy Sclanders from the How to be a Great GM YouTube channel (they're BountyHunter and Mage Hunter) that I'd like to run as they're nice and simple and you can drop them into any sci-fi or fantasy setting. Anyway, I'm delighted I found this platform by chance via a podcast. I'm halfway through the Proactive book and have the new book on order. I look forward to learning more for people here.
2 likes • 3d
Great to have you Richard! I also tend to bounce real hard off of modules, although I've started messing around with them more in recent years to some mixed success. Still prefer homebrew by a lot though! That's a fantastic set of games you've got there, I'll have to check the ones I'm not familiar with out!
0 likes • 2d
@James Willetts Definitely! Another angle to the module thing is that when I first ran modules, it was almost exclusively some D&D 3.5 or 4e ones. Some of those are fantastic, but they definitely prioritize a certain type of play that I had burned out on by the time I was running those games. There are some very cool modules for other systems by different people that I found very inspiring, chief among them being Eyes of the Stone Thief by Gareth Hanrahan
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?
0 likes • 3d
@James Willetts I'll dig through my docs sometime this week and see if we had something specific! Off the top of my head, I just show my PCs the current goals on the doc and chat with them about it---what they wanna pursue next, what they think needs to change, what old goals are complete and what new ones to look for
0 likes • 2d
@Joseph Burger Sounds awesome! I love Knave 2e, I use those tables all the time even when prepping for other systems. @Jonah Fishel and I have talked pretty extensively about how our main regret of the Proactive book (other than the adventure in the back) is that we didn't include a comprehensive section on pitching a proactive game. It's a more complex topic that we thought initially, and we may end up making some resources on here to help when we find the time
New Book, OUT NOW!
We are unbelievably excited for the launch of the second book in the Game Master's Handbook series, and follow-up to the Proactive Roleplaying book: The Game Master's Handbook of Collaborative Campaign Design! This book walks GMs through planning and executing full campaigns, from a full Session -1 system to kick things off to finishing every arc in a satisfying conclusion. We are so, so, so proud and grateful to share this with you, and we can't wait to hear what folks think! You can find it on Amazon (link below) or with all major book retailers, so check what's available near you! We can't wait for you to read it! We'll have more news for you soon, so keep an eye out! Thank you all again for being a part of the journey, and we'll be chatting with you a ton in the coming days. There's an invitation to this lab in the book this time, so we're expecting a few new friends in the coming weeks. We can't possibly convey to you all how grateful we are for the welcoming, helpful, and kindhearted people here, and we trust that vibe will continue as we meet new folks. Talk to you soon! Tristan https://www.amazon.com/Masters-Handbook-Collaborative-Campaign-Design/dp/1964487048
1 like • 3d
@Richard Mills Hey Richard, glad to hear it! I'd second James here, and would further say I think the second book is easier to implement off the bat, if only because we had more experience when we wrote it. If the concept sounds fun to you, you could just use the Session -1 system in there and hopefully set the direction for a pretty fun game, the collaborative setting building has worked wonders for me for getting players excited (it also tends to result naturally in the type of play the proactive book describes). If you like, throw in the proactive goals chapter from the first book when everyone makes characters, and you're probably good to go! These books aren't comprehensive rules guides, they're handbooks that you can reference as you need. You can incorporate stuff over time that sounds cool as it inspires you and as you read through it. If I had to pick anything, though, I'd say the Session -1 chapter of the collaborative campaign book is the easiest way to kick a game off with a bang, and the first two chapters of the Proactive book are the easiest way to keep that momentum. Everything else is stuff you can implement over time to help reinforce the core concepts of those early chapters. Best of luck, and feel free to ask us any questions! We'd love to hear how the game goes
1 like • 2d
@Richard Mills Of course! Best of luck, and excited to hear how the game goes!
Preorders Open for New Game Master’s Handbook!
Hey folks, Jonah and I try not to use the lab to spew our own cynical, penny-pinching schemes too often, but this is both pretty relevant to the lab and has a really big impact on our work, so I thought I’d share it anyway. You can preorder our book through Barnes and Noble here: https://www.barnesandnoble.com/w/the-game-masters-handbook-of-collaborative-campaign-design-jonah-fishel/1147035456 Barnes and Noble is running a preorder discount on a bunch of books, including our own! Preorders make a huge, HUGE difference in the success of a book in physical retailers—they’ll decide how many books they want to buy/stock when it actually releases, so if you’re at all interested in our next book, please consider checking it out. If the book preorders well, they’ll place a larger order, which (1) helps us sustain our authorial careers, (2) makes our publishers more likely to approve future projects for them, and (3) helps us work on future cool projects for here! With that said, we always advocate for shopping with your friendly neighborhood bookstore, so if you prefer, hold off until they’ll carry it! There are other folks who’ll carry it as well, the easiest to access for most people being Amazon. We’re extremely proud of this book, and in many ways we think it’s an overall stronger work than the previous one (and we certainly had a lot more experience when we wrote it). You also don’t need to have read the proactive one if you want to read this one, although the two books can work well with one another. If you’re interested in any level of narrative in your game, consider checking it out! Thanks everyone, we’ll see you in the lab.
0 likes • Jul 9
@James Willetts unfortunately I have no idea haha, but as far as I know, digital stuff doesn’t release until a good chunk after the physical book. The proactive book’s kindle version is only just coming out, and only the big bosses upstairs could tell you why haha I don’t know myself
0 likes • 2d
@Pierrick Fleuriot If you're still having trouble finding a PDF, feel free to send a message!
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
4 members have voted
0 likes • 2d
I tend to use physical media more than anything else, as I just find it easier to think and plan that way. When I'm planning randomness, I tend to keep my pool of options pretty small so I can make them as good as I possibly can, instead of a huge pool of options that I've only worked on superficially. Usually, that means a rollable table with six or eight options, maybe more. Otherwise, I tend to use purchased media---the GM books from Jeff Ashworth and co. have lots of nice tables, but there's also a ton of free or cheap stuff online that I've used over the years. I tend to adapt or change it pretty heavily, rather than use it straight from the box without tweaks
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Tristan Fishel
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@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 18h ago
Joined Aug 6, 2024
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