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Game Master's Laboratory

Public β€’ 120 β€’ Free

7 contributions to Game Master's Laboratory
Group bounced off FitD/Scum & Villainy
We recently finished a disappointing 10 session run of Scum and Villainy (S&V), "a game about a spaceship crew trying to make ends meet under the iron-fisted rule of the Galactic Hegemony." 𝐇𝐨𝐰 𝐈𝐭 π’π­πšπ«π­πžπ Coming off a 2 year 5E Curse of Strahd campaign (and primarily a 3 year homebrew 5E campaign before that), we wanted to do something different. We chose S&V because space opera ship crew seemed radically different than heroic fantasy and gothic horror and because I wanted the group to try a FitD game. S&V aims to emulate Star Wars, Cowboy Bebop, and/or Firefly. The group was the most excited about emulating Firefly so we decided to create a "mostly mundane" setting and use the "Stardancer" ship template. We decided the provided setting was too big and varied for our tastes so we set off to create our own. We played a game of the Quiet Year and in the process created 3 sectors with 8 planets and a few notable space landmarks (giant satellite laser, asteroid belt, Remnant ruins, etc.) as well as 14 factions of varying strengths. Everyone had a great time authoring the setting collectively. After that session, I spent far too long filling in additional details for the setting. Every player created a great character with their own goals and significant ties to the setting. We were excited to play. Checking over my notes, the campaign primarily consisted of 5 different jobs: - Stealing medicine (that treats an alien parasite that turns victims into rage monsters) from a "Hegemony" warehouse. - Recovering an encrypted drive from an abandoned mining station in the asteroid belt where the alien parasite originated. - Prison break to free an ally's ship captain and recover their confiscated ship. - Stealing an advanced robot (augmented with Remnant tech) from a party attended by nobility and high-ranking military officials. - Transporting the stolen robot through military blockade to an interested party.
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New comment Oct 21
1 like β€’ Oct 20
I'm with you on the slow pace of the XP track. Our group has played two campaigns of of FiTD systems (one actual Blades, the other a Western hack) but we run 6 episode campaigns so it felt as if XP was very slow to have an effect on the characters. The solution for us was to simply be generous with the XP & encourage everyone to do as much mad stuff as possible (not difficult with our group), but I do like the suggestion of cutting the XP track in half in the future. As to mixed results, the key here is the 'fail forward' approach - the action succeeds but something stressy happens as a result. Most of the fun in our games has come from these outcomes. Sure, you knocked out the cattle rancher but you've sent him flying into a pile of noisy things so now the entire enemy crew is alerted, whoops!
Trawler- A Game Masters Laboratory system
So who is ready to turn a bit in a game? @Jay George , @James Willetts , @Tristan Fishel ? Someone joked about a Brindlewood Bay based game , which is totally possible with their "carved by Brindlewood Bay" license. Brindlewood Bay has investigor abilities, so who are some famous fisherman? Ahab, Quint from Jaws, Jeremy Wade from River monsters?
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New comment Oct 21
1 like β€’ Oct 19
I can't think of any more famous fishermen but classes, now that could be fun. Apart from Trawler Captain, there's Grease Monkey (repairs stuff), Nautical Doomsayer (the grizzled, wise one full of lore about the perils of the seas), Mystical Cartographer (are those things maps or items for a ritual?), Deck Hauler (does the dangerous work of gathering in nets full of unknown eldritch horrors, a person with no fear), and Harpoon Master (a sure shot, even in rough seas).
1 like β€’ Oct 19
@Tristan Fishel Ooh, these are great!
Post pictures of your TTRPG collection
...and justify why you have it, if you dare haha. I moved recently and gave away or donated about 70% of my books, including the hard copies I had of the Game Master’s books. I kept only the essentials for games I'm actively running (from left to right) - Ideas notebook for all campaigns, mostly for plotting arcs and world building ideas - Core rules for 5e - I get asked to run this from time to time, usually in person, and I don't really know the rules very well so I keep my copies around. They're first printings and in really bad shape - Tomb of Annihilation for 5e - my next big published module campaign that I am running, probably next year - I am working on a 13th Age conversion for it - 13th Age core rules and some extras - my favorite fantasy game and the Bestiary in particular has some fantastic monster ideas in it - My collection of vintage and modern Conan comics, mostly used as bookends but occasionally for ideas - A few books on writing and storytelling generally - I STRONGLY recommend Lajos Egri's "The Art of Dramatic Writing" if you haven't read it yet Post a picture of your shelf! (PS. It is easy if you have the Skool app on your phone)
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New comment 12d ago
Post pictures of your TTRPG collection
0 likes β€’ Oct 18
@Tristan Fishel I've already got the images for the classes section.
2 likes β€’ Oct 18
@James Willetts Trawler Captain Moves: Repair Nets, Gaze Wistfully into the Ocean While Filling Pipe, Tell Tall Tale.
What rule from what RPG do you use at every game?
If you've been around you probably have seen me talk about the wild amount of games that I have played. I am wondering what rule or tool did you steal from an RPG that you use or want to use going forward? I played Bunkers and Badassses this year and I love the badass moves. For a more cinematic game, you can let players completely break action economy once per session, and you just give it a particularly high dc to do so. Other players can kick in their use to lower the DC if the fictional positioning supports it. For example you can do multiple actions in the same Action but need to balance not only the difficultly to generate the DC but also how many actions it would normally take.
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New comment Oct 19
2 likes β€’ Sep 21
@Tristan Fishel Yep, clocks from Blades as well, I have several on the go at once. Usually I draw at least one that just has the initials written next to it that the full clock will trigger. The players don't know what the initials mean so there's a bit of tension about what will happen. I also have a general 'when this is full something happens' clock, which triggers a complication, based on a list I have written of events that match the context of the session, then I select the most appropriate complication. For mysteries I also combine these with 20 mins. timer candles, so a complication is triggered when the candle burns down. The sum of clocks & timer candles adds pressure to the game, keeps things moving along & gives a sense that the group is in a world where things happen not just in reaction to their actions but also according to people & situations with their own agendas.
Your first non-D&D system
What was the first system you played (or ran) that wasn't DnD? (The purpose of this post is to give people a few ideas of games they could try if they are going to skip D&D 5e 2024. It isn't for D&D bashing - that's how nearly all of us started!) For me it was GURPS. We wanted to run a Halloween game about shapeshifters infiltrating our friend group and DnD 3.5 didn't fit the bill. In hindsight, it was way over engineered and not the right system for the game. Should have gone with something simple and freefrom (next year I ran the same thing with RISUS).
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New comment Sep 25
2 likes β€’ Sep 19
Probably Traveller & Pendragon 1st editions, followed by, RuneQuest, CoC, Shadowrun, and Top Secret: SI. I haven't played D&D since moving onto these others games, almost 40 years ago.
1 like β€’ Sep 19
@Tristan Fishel It's been decades since I played Pendragon so unfortunately all I can offer is that I seem to recall I enjoyed it at the time.
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Jay George
2
1point to level up
@jay-george-9809
Light on the rules, heavy on the RP please!

Active 1d ago
Joined Aug 11, 2024
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