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Happy Hour w/ Tristan is happening in 28 hours
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Welcome to the Game Master's Laboratory!
Welcome to the Game Master Laboratory! This is a place for people who are running (or planning) TTRPG games to brainstorm ideas with other GMs, share ideas and resources, and test their creations with each other. I recorded a short video to get you started, which you can view in this post. It's all about what we do here, but it's also about how to use Skool, so if you're new to Skool, make sure to check that out! If we haven't met you yet, we would like to. Please make a post in the "General Discussion" channel to introduce yourself and tell us... 1. Which systems you like to play/run 2. A bit about the games you're running right now Glad you're here. DM us if you have any questions.
Welcome to the Game Master's Laboratory!
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Community Guidelines
Please take a glance at these before posting anything---pretty straightforward stuff. Moderators are the final arbiters on how guidelines are applied. Be Respectful: Show due respect to other people. This covers anything from being overly rude to hate speech. Do Not Post Personal Info: Even if you’re comfortable with others knowing your email or other contact info, please don’t post anything of the sort in the discussion channels. Be Supportive: Constructive criticism is welcome. Insulting other people is not. Don’t Pick Fights: If there are issues, bring them to the moderators. Don’t try to battle and hash it out yourself. No Ads: No advertising, including self promotion. Feel free to discuss and talk about things you think are cool or interesting (discussing an upcoming TTRPG, for example, isn’t “advertising” it) but don’t attempt to sell things. Family Friendly: Try to limit foul language to a reasonable amount, and don’t post anything explicit. Legal: Don’t post or share pirated content. Credit Creators and Sources: When you post art, games, or other forms of content, give credit where it’s due.
"the world is on a clock"
We did Stars and Wishes at the end of the last session. One of the players shared that he enjoys that "the world is on a clock" and how that adds tension, meaningful choices, and a planning element to the game. The settings has a dangerous eldrich storm roll through every 5-9 days. They need to time their expeditions and projects around these storms. Sometimes the storms leave new problems for them to solve. Sometimes when they are out, something goes wrong, and they are worried about getting back in time. At the moment, this is a need to gather resources several days from shelter. What I wanted to share is that this world clock is powerfully synergistic with the proactive structure. The decisions of what goals to pursue next turn into a planning not just on sequence of the goals, but on how much time is left and how confident they are in their estimate of the next storm [see code]. It is creating both a player and story need to understand the storm so they can accurately predict time for the next storm. It is creating a motivation to use the hexploration rules to speed travel and make it more predictable. The player's comment was that it is so much more than wanting to get back to town for a ball two weeks away. Context: The storm is a cuthulu-ian eldrich being trapped in between planes. The time between storms and the duration of the storms is a tap-code spelling out messages. When the broke the code they had "_are yo" [Who are you?] They had a lot of confidence the next storm was a u [8 days, 10 hours]. Right now they only have "Re_" and have a lot of uncertainty of what is next. It also created a goal of getting access to records from the academy of prior storms.
Happy to Join this amazing site.
I wanted to drop a hello and introduce myself. Im an old school gamer. Started RPG's in 1984 (yeah im that old) with Champions, the Hero System. Had to use a calculator to make my first character. Fun Times. Then I got Teenage Mutant Ninja Turtles and Other Strangeness and started running it in 1987 and have been running games ever since. Ive played more games than I can remember. Different systems and all have been fun. In 1997 I had the opportunity to manager and run a Comic and Games store and did so for 3 years. I found Kult and Fading Suns them. I had already been playing World of Darkness in addition to Palladium games, (such as TMNT). Since then I use Palladium rules set to run my own world, but still enjoy a few other systems, such as Fading Suns, Deadlands and 2nd Edition World of Darkness. I hope my experience can help other in need and look forward to what I can share and the friends I will make.
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Evening, all. How the hell do I get my players to care about doing anything?
I run games at my local high school. So, so many of the players (students) just sit in front of me and stare at me with dead eyes. These kids are good kids, too! And I don't want to fall into the boomerism of "kids these days are addicted to their phones", but it's like none of them even want to do anything, they just wait for me to say something, try and make a Marvel-esque "zinger", and turn the game into a shitty comedy routine. I gave them a goal, I gave them like 10 different places to go or people to talk to, just as a beginning, and they didn't do anything. The campaign is ending tomorrow, but does anyone have advice for next year's game?
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Game Master's Laboratory
skool.com/game-masters-laboratory
For TTRPG GMs to learn & practice running excellent games with D&D, Pathfinder, and More! Hosted by the authors of the Game Master’s Handbook Series.
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