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Game Master's Laboratory

Public • 91 • Free

42 contributions to Game Master's Laboratory
How do you like your RPG books to be released?
So as I glance at my shelf I notice that aside from my first system ever (DND 3.5) I have almost exclusively gravitated to games that you can get off the ground with single book. Rather than players guide, a DMSs guide and a monster manual, I would rather a heavy tome like you get with Stars Without Number or Lancer, a novel sized rpg, or a even a little Zine. I got Rifts at Gencon in 2023, mostly because the guy in the booth seemed real cool, but also for the promise that all the old splat books work with this new editions (which payed off since I have been traveling to different old media stores and have been able to find at least three older splats for under 10 dollars). If you were to pick up 5 new rpgs over the next year or two, what release format would be best for you?
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New comment 1d ago
2 likes • 2d
What an interesting topic! I never thought to get a paperback copy to write in! Sounds neat! My copy of Proactive Roleplaying is starting to look like it belonged to the half-blood prince. My preference is to buy a hard copy from my FLGS, who participates in the Bits-and-Mortar program, so I get a digital version to take around town on my tablet, highlight and bookmark to my heart’s content. Digital for Dad, and a hard copy for the table. And I’m kinda anti-splat. Not for everyone, though; just for me. I would rather wring out as much as I can from one book. Oh, and yes, one book. No players’ guides or GM guides or separate manager guides for me, thanks. I also am starting to favor smaller books, like Blades and PbtA books. The bigger books are just too unwieldy. And my Star Wars books aren’t made very well and are coming apart from traveling. And genre-neutral/system-agnostic books and tools are my kryptonite. All the Engine Publishing books, like Never Unprepared, Odyssey, Focal Point, Masks: 1000 NPCs; adventure seed books, blogs and videos on great games… that’s what I go for.
0 likes • 2d
@Briggs Schneider : Depends on the system. I have digital versions of all Fate toolkits (even though they’re free on fate-srd.com), and I bought all the Star Wars adventures partly because I had the credits to spend and partly because I was running a long campaign and wanted to explore rules in action (it’s f-in’ crunchy). But like “the sourcebook for consulars”, and “all the ships in all the systems,” and “more abilities for your favorite whatever.” Nah. I’d rather learn a new game with that money.
ideas for a Moral Dilemma
I'm introducing a monster into my campaign that is from a Fantasy Novel my players and I are fond of, (it's the Mortiwraith from The Door Within) and one of its abilities is that it can see the true intent of anything in its vicinity. They are often very wise, and relatively good natured, so it's normal for them to test the moral integrity of potential allies. I'm intending to run a small vignette between modules where they help a living skeleton fulfil a dying promise, and the Mortiwraith sees this, so it decides to test the party with a small moral dilemma to reveal their integrity. If they succeed, they will gain a strong ally (though not a party member since Mortiwraiths die in the sunlight) I'm just a bit strapped for ideas. I thought of having it lead them to a starving family of kittens but that's kind of an easy one. But I don't want to give them the trolley problem that most superheroes face either. Can anyone help?
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New comment 2d ago
1 like • 2d
@Briggs Schneider : Saving this to my personal collection of GMing gems. ❤️
Goal Repeatability
Many of my players are struggling with meaningful failure of their goals, in the form of repeatability. - Kill my first undead - Steal 5 items - Find a lead about where my mentor went - Use runemagic to protect an innocent - Craft/upgrade a weapon in the party I feel like the root cause is no "why" or "stakes" attached. I don't want failure to mean my players are sad and repeat attempting the same goal over again. I'm trying to come up with some actionable guidance to give these players. Maybe attaching these goals to an ongoing conflict, either in the world or internally with the character would help? - Kill my first undead: So I can be inducted into the Order of Kellos - Steal 5 items: To pay off a debt I imminently owe - Find a lead about where my mentor went: because I need their wisdom to stop the blight - Use runemagic to protect an innocent: (from the undead plague) because if I don't, the undead army will grow - Craft/upgrade a weapon in the party: to prove my craftsmanship worthy and secure my entry to Grayhaven Am I being too hard? Would the suggestion to tie these goals to ongoing conflicts help you if you were in their shoes? Do you have any other recommendations for these goals?
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New comment 3d ago
1 like • 4d
I agree with Tristan and was thinking about how I’m working on “failing forward.” A total aside, I want to applaud the total lack of digging into a giant gaming world explainer and just giving us the bulleted list of what’s going on. I am amazed at how with so little context my brain is firing on all cylinders to want to solve this problem and instantly invested in what happens. Kudos!
Running 10 Candles for the first time
Has anyone here run 10 Candles? I've hear so much about it, and decided to take the plunge as a spooky season kick off on the first Friday of October. I've never run an RPG where people know off the top that they will all die. If you ran it did you have an music or sounds effects?
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New comment 5d ago
2 likes • 6d
I have played! We used a little tape recorder to make our journal entry at the beginning, which I’m told is part of the rules. We played in a store, so no flames allowed. I hear burning your index cards in a bucket and having that nice flash of light is really great. We did not use music or sound effects. If you want a soundtrack, I’m really into the old 70s synth vibe for horror movies, and use this for my Cthulhu games all the time: https://open.spotify.com/playlist/2jGPePDPFLFqEHO3tQ5Mb3?si=OTm0B0cQQAS6-qLiXqkKlg&pi=u-8oUMZi1pTnud
8 Senses of Combat
While my players have been focusing on the "plot" (their goals), I have been focusing on improving the narrative of many common components. For combat, I am collecting a number of tools for my GM screen. Using much inspiration from Them's FIghtin' Words, I came up with 8 descriptive senses for combat: - Hear - Smell - Taste - Armor (visual) - Motion (visual) - Nasty (evokes multiple core senses) - Touch - Pain (touch) Having a hard time with smell and taste for physical weapons/damge, though!
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New comment 4d ago
8 Senses of Combat
1 like • 8d
This is amazing! I love little lists to jar my brain a little bit. I had a little banter with ChatGPT on senses. Here are the taste answers, if that helps you.
1 like • 8d
Other senses to consider: - Vestibular (Balance) System - Proprioception (Sense of Muscle and Joint Movements) - Interoception (Body Sensations): - Pain - Temperature - Muscular and Visceral Sensations - Hunger, Thirst - Need for Air
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James Willetts
4
51points to level up
@james-willetts-2216
Big time RPGer, sound engineer by trade, improv theater novice, cat lover, father of two, always looking to improve my GMing and PCing. ☺️

Active 1d ago
Joined Aug 10, 2024
Tucson
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