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Coffee Hour with Jonah is happening in 26 hours
Space Team and Meet-n-Greet
I ran a very successful meet-n-greet with new players where we had TTRPG themed icebreaker questions (e.g. what makes a great character) intersperced with 5-minute rounds of this simple cooperative card game. It got us talking, cooperating, moving together and helped reset our brain and approach the questions fresh. It strikes me that the mental reset and change of tone could be helpful in making some of the theme, media, and tone discussion in session -1 easier. However, giving up the momentum might do more damage. Anyway, the game is a hoot if you need a break for your in-person group. https://www.youtube.com/watch?v=fKeP-N-E8e8
Anyone play Fiasco? (Stories thread).
Mornin’ gang! I’ve got just the right amount of Star Wars players missing and just the right amount of Daggerheart people missing that we’re going to smash the leftovers together and play a game of Fiasco tonight. I think they’re going to have a great time. Have you played? Have any fun stories for your Fiasco games? I’ll start…
Tell Us When You'd Like Events!
I hate to post twice in a row, but just so it doesn't get lost in that last one: here's the form to communicate when events best work for you! It assumes evenings by default, since Jonah's coffee hour has the morning covered: https://docs.google.com/forms/d/e/1FAIpQLSflqZ48v2fJs9eZpWKTUSjsmgfjgee8c2Sxb6COwI5YFEcvlQ/viewform?usp=publish-editor
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Mail call!
260+ pages?! Is there an audiobook? Maybe I’ll wait for the Netflix series ;)
Mail call!
Seed Question Concept - public or hidden?
Trying to figure out how to adapt a concept to proactive games ... Edariad just pitched six steps for a great campaign (link) based around the concept of a Seed Question. This is a question is not about the plot, but about how the world works or people work. His example is "who gets to decide what the world looks like". He argues that reasonable people need to be able to disagree about it, and that the villian and PCs all need to have a personal connection with it. The idea really resonates with me and feels compatible with the central conflicts concept. Where I am stuck is his suggestion that it is important that you don't come out and tell the players, but that it is the question they start talking about after the first session without recognizing it. That it looses value and impact if they players are thinking from that lens initially. I see the point of it being a hidden force, but feel like it would need to be part of the discussion of theme and character creation in a proactive game. Anyway, I would appreciate others' opinions...
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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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