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Owned by Jonah

Game Master's Laboratory

Public • 120 • Free

Game Masters teaching and learning how to run better tabletop role-playing games. One day we hope this group will host the best games in the world!

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Skool Community

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86 contributions to Game Master's Laboratory
Introduction
Hello, my name is Jonathan. I’m from Denmark and relatively new to both being a player and a Game Master and I'm hooked. I’ve been a Game Master for my 11-year-old son and a couple of his friends for about a year. I’ve also been playing in a group with other adults for a year, where we take turns being the Game Master, and now it’s my turn. In both groups, we use D&D 5e. In this context, I’ve become very interested in proactive role-playing and think it makes a lot of sense to give the players more responsibility for the story. That’s why I’m here—to exchange ideas and seek advice. We’ve just had our Session 0, where we created character goals, and all the players are on board and excited for the next part of the adventure. Now I’ve started preparing factions, NPC goals, and the first possible encounters. I'm considering using proactive role-playing for my son's group as well. I might modify it a bit so they can engage with it. Does anyone else have experience using it with children? Looking forward to being part of this forum. And thank you for a great book and introduction to proactive role-playing.
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New comment 2h ago
1 like • 1d
Hi Jonathan, welcome! Glad to have you here. I agree with my co-author, kids are a great test audience for this kind of play. You might have trouble corralling them all in the same direction, though. If that happens, you might need to ask them specifically to make their goals align a bit more. Hope it goes well - let us know if it does!
What was the best Campaign you never finished?
I was curious what was the best campaign you never finished? Why was it great? Maybe the combats were engaging and cinematic? The world building was excellent, and you felt like you were really part of it. The role-play could have been dynamic, and fun. What was the reason it stopped? And most importantly what would you need to see the resolution? A final boss fight, or a more narrative focused ending to the story? For me I really loved a sequel campaign where a player slide into the dms chair and my character got to see the fallout of the decisions made in the first story arc. I was also the only recurring character, so it was interesting to go from a Teen Hero, to a defacto Team Leader. It was a splinter group and one player, who the current and previous dm (now a player) just was really hard to schedule around. I think I might broach the subject once we the DM isn't running a campaign to see if we can at least do a little wrap up arc. This was inspired by Jonah's post last week (How many campaigns have you played in/run that actually finished?) , (https://www.skool.com/game-masters-laboratory/how-many-campaigns-have-you-played-inrun-that-actually-finished )
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New comment 1d ago
0 likes • 1d
I think the danger of collaborative worldbuilding is that you come up with ideas that just can't be contained by dice at the table. In one of my first forays into Spark in Fate Core collabs, we came up with a world that was rocked by invisible waves of magical energy that could be used and manipulated by those with magic surfboards, and we had all these rules worked out for element types and strength of the waves and hanging ten, etc. And there just wasn't a system that could even begin to run that. We made a half-hearted attempt at designing one, but I wish we'd stuck with it, because beach bod wizard surfers is a chill vibe.
Introduction
Hi there! I'm Jack! Currently, I'm preparing to write my first adventure (System Agnostic since One D&D isn't fully out yet, but we'll see how it goes writing it without a system in mind. I spend most of my time doing work for my current semester of college, so I'm going to do the actual adventure during the winter break.
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New comment 1d ago
1 like • 1d
Welcome Jack, glad you're here! I agree that system-agnostic is probably best, you might be surprised with what comes out. The real risk is that your ideas will be too cool for one system to contain, and you might have to hack together your own.
How many campaigns have you played in/run that actually finished?
That is, how many TTRPG campaigns that you were a part of reached a conclusion where you'd say the fiction of the game was finished? Story told, done, complete, etc? Instead of fizzling out (due to scheduling conflicts, loss of interest, moving on to a new game, etc). I'm trying to figure out if my experience is typical or not. I've played in or run 20+ campaigns since I got into TTRPGs about 20 years ago, but I've only ever "finished" 3 campaigns. One-shots don't count! I mean something that was meant to be episodic and take a long time to unfold. (I made this a post instead of a poll because I'm interested in specifics if you have them!)
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New comment 3h ago
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@Scott Acker "just yet" is the key there haha. I saw your other post - this is just because it is a new game, right? Not that it was a session one and didn't continue after?
1 like • 2d
@Briggs Schneider 80% attrition and 50% attrition sounds like a lot but I think that's pretty typical, yeah - the least I've ever had was during COVID lockdown when we had nothing else to do!
Advice on new adventure I'm starting and my clever idea
Hey gang! I have a brilliant idea, an incredible idea, it's so good. And when I'm caught up in my own brilliance, that's exactly what I'm most likely to fall facefirst into the obvious spike trap right in front of me—so I want to seek the sage advice of the fine folks here to keep me out of that metaphorical spike-lined pit. (this came together in my head in the last day or so, so I don't have it more developed than this yet) The situation is as follows: I'm starting a campaign with several players who are all experienced, but haven't played before. We're starting with a one-shot to check the group chemistry before getting into something more committed. I don't want to make the one-shot the beginning of the adventure, but I do want to make it part of the adventure. My idea is this: to have the one-shot be with 5th level characters, and be the PCs getting hired by an elderly man in poor health to retrieve some sort of artifact that was stolen from him—I'm thinking stolen by goblins or barbarians or some out-of-mainstream-civilization group. So the PCs go fight with whoever stole it, retrieve the thing and (hopefully) return it to the guy. They one-shot will end there, but it will turn out in the main adventure that the aformentioned elderly guy is actually an evil sorcerer who needed that artifact (that originally belonged to the goblins or barbarians the PCs stole it from) to rise to his full power, and the storyline will be about the sorcerer coming back to his full might through rituals and yada yada yada you get the gist. So when we start playing the campaign, they learn about a tribe of barbarians or nest of goblins or something who recently had a deeply important sacred object stolen from them, and a trusted guardian was killed, and they need help getting it back. The PCs agree to help, and, you know, wackiness ensues. So a big obvious thing is I'm counting on the PCs following my plan, which they never do, and another obvious thing is proactive roleplaying is like a big deal here and I haven't mentioned that yet.
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New comment 3h ago
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I've done something similar to this before and it worked well. In a one-shot, the players are far more likely to just get on board with what you'd like the plot to be, so I don't think it's a problem to railroad them through that. Just be clear about it in your initial communication and maybe even ask them to lean into it. The benefits of doing it this way are actually huge - in playing in your setting but without long-lasting consequences, they can take the time to learn a little bit about the world and why they should care about stuff. So you can disguise your lore dump as a one-shot. And that's important because once they have background info about the world, it's much easier for them to form player goals that aren't bad, because they know enough about the world and what's happening in it to make good ones. So the ideal introductory one-shot should introduce them to the main people, places, and things that you'd like to the game to be about. They'll attach to the ones they like and the (maybe with some prodding) form goals around those. Then you're good to go for running a PARP game. I think that @Briggs Schneider has been thinking about worldbuiding a lot lately and also has run a lot of one-shots. Maybe he has something to add?
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Jonah Fishel
5
256points to level up
@jonah-fishel-3792
Building a space for GMs to teach and learn how to run better games. Authors of "The Game Master's Handbook of Proactive Role-Playing".

Active 1d ago
Joined Aug 6, 2024
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