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Game Master's Laboratory

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8 contributions to Game Master's Laboratory
The Greatest Adventure Ever Made
I've been getting a lot of questions about prepublished adventures I've run, and what my favorite was, and I thought some people here might appreciate the answer. I won't spoil the plot or content, but here are the basics: My favorite adventure ever made is easily Eyes of the Stone Thief, written by Gareth Hanrahan for 13th Age. The premise is that a giant, sentient dungeon eats places and buildings to add them to itself, but was blinded long, long ago. It can only find things it's summoned to by a cult that worships it, but it's growing stronger and seeking its eyes... Not only is the concept amazing, it's got some of the most creative encounter design I've ever seen, a ton of interesting NPCs and factions, a dungeon that's different for everyone who plays through it, and built in hooks that connect the PCs straight into the action. I promise this isn't a pitch to buy it, I just really, really like Eyes of the Stone Thief, and have learned a lot from it for my own game design. I'm sure @Jonah Fishel has some thoughts on it as well. What are your favorite adventures (as a GM or player?) What did you learn from them?
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New comment 20h ago
0 likes • 20h
As a serial idea thief, I tend to take bits from pre written adventures rather than run them in their entirety, but I did run the Copper Crown for Symbaroum - all though I ran it in reverse - and it was excellent. It became the basis of a 9 month long campaign and one of my players then wrote and ran a follow-up campaign which I played in and really enjoyed.
Most influential Sci-Fi/Fantasy books for your style
I am running something next week that is just ripped straight from the pages of Dune Messiah (pro GM tip literally no one will notice if you do this). It got me thinking: What are the books you've read (I'm thinking Sci-Fi/Fantasy but I guess anything) that you feel have had the biggest influence on the way your games run? For example: I wouldn't say they're my favorites, but the old REH Conan pulp stories have had an outsized impact on how I run games. I love the mystery of the wilderness and the idea that magic is ancient and dangerous, and I love that the action is usually driven forward because Conan is trying to steal something or kill someone, and not because the action finds him and he gets wrapped up in it. What comes to mind when you think about SF/F books and the way you play and run your games?
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New comment 20h ago
0 likes • 20h
During lockdown I ran an entire L5R Campaign over discord that was a reskin of one of my favourite books - Name of the Rose - and it made for a really intense experience. Its a well known book with a movie and a decent tv series, and yet no-one picked up on it being a straight reskin. I read a lot of books and I think they all inform my games. As role-players we are probably all storytellers at heart and every good story has something you can elaborate on (or indeed straight up copy) that will enhance your game. I really love Iain M Banks' books, so they will always impact my sci-fi games. I've probably too many fantasy influences to be able to pull any single one out as the main inspiration.
Games and Games and Games, Oh My!
This comes dangerously close to non-TTRPG related material, but Jonah is a reformed board game buff so maybe he'll let it slide this time. Every once in awhile, a session gets cancelled but most of my players can still make it---maybe the missing player's character is extra important to the session, or maybe everyone just wants a quick break, or whatever. When this happens, my group likes to play a non-TTRPG to spread our wings a little---I'm curious what everyone's favorites are! Recently, my obsession has been Grimdark Future, a free and easier-to-understand wargame inspired by Warhammer. And I still play a lot of Magic the Gathering, even if their business practices are keeping me from playing any new sets (literally! getting new decks is a major financial decision these days). In the board game sphere, I'm a really big fan of Spirit Island, Quacks of Quedlenberg, and Sidereal Confluence, some very different games that all solved the "bored when it's not my turn" problem that bothers me in plenty of others. What about you? Does your group have a hobby outside of their hobby?
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New comment 20h ago
0 likes • 20h
One of my regular group is a professional boardgame demonstrator so he usually teaches us a new game or we bring out a favourite like Dune Imperium or Ra or one of many others we like (there are probably too many to mention really.) Recently we played Doggerland, which I enjoyed and River of gold, which I really liked. At one point I was running a campaign of Invisible Sun, a game where player absence is written into the law and mechanics of the game, so you can play however many people turn up. That was pretty cool (although its not a cheap game to 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 12h ago
2 likes • 2d
I guess I'm lucky in this. I have played in more than a dozen and have run probably the same that have run to completion - and I'm a long campaign person. My shortest outside of one-shots are no less than 6 months.
0 likes • 22h
@Jonah Fishel I have the luxury of having a shop to play in. I used to have two sessions a week, but these days its down to one. But once the group gets set into coming on a day at the same time, it has become much easier to keep it going. The group will evolve and change personnel over time as someone new joins and at points people leave due to life things. It does work for lots of people, we run D&D evenings on Tuesdays same time and place every week. Our attendance is between 120 and 170 players every week.
Tying it Together
Jonah and I have been talking a lot about strategies for wrapping up campaigns. Folks have talked about it once or twice here in the lab, but I'm curious about strategies people have used for ending a long-running campaign----how did you prep? Were there things you felt you needed to leave out? What was the highlight? Were there things you didn't cover in-game, but addressed in different ways?
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New comment 22h ago
1 like • 1d
I have noticed that many GM's set off on a campaign based on a cool idea, a great start point with the intention of having the players guide the narrative. But they don't always have the ending in mind. I'm not saying that is bad. The play experience is still great. But, if you don't know where the end is supposed to be, how do you know when you get there? I tend to treat my campaigns like a story - in fact I often write myself a short piece of fiction to establish setting and events that lead up to the start, as well as a general direction for the story, and importantly for me, what the ending is. I like to draw "tent-poles" from that fiction which I essentially use to prop up the plot for the campaign. Those are usually the only fixed things in the shared narrative, but they also give me a direction as the GM that I can move things towards if the players start to flounder or get stuck (I tend towards mysteries or conspiracies in my main plotlines).
0 likes • 22h
@Jonah Fishel The fiction is just for me , I don't generally share it with the players. For the last three campaigns we have made write-ups for each session on our discord , which when I'm running I write up in a prose fashion. Good endings should be surprising yet inevitable, so I try to write the inevitable bit and allow the shared narrative to provide the surprising
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Jim Freeman
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@jim-freeman-4302
Award Winning Retailer and TTRPG Publisher. Player of Games, Reader of fiction, Drinker of Tea.

Active 16h ago
Joined Nov 21, 2024
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