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Game Master's Laboratory

Public • 91 • Free

27 contributions to Game Master's Laboratory
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
1 like • 6d
I don't know if you're doing inperson or virtual, but I use Sound Show for both and its great. https://www.soundshow.app/ It has a huge library of searchable sounds. You can pipe the audio into discord, and it has a preview feature where you can hear it locally first, if desired. You can also have it run arbitrary commands on the buttons, so I also set up my smart lights to trigger on some cues.
1 like • 5d
@Briggs Schneider Ooh, the idea of burning your character sheet. Visceral.
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
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 5d ago
1 like • 6d
@James Willetts @Briggs Schneider I like to give Inspiration for one thing especially. When a player chooses to do something sub-optimal mechanically, to be true to their character. You don't have to act or do a voice for this, just think like your character. Its a mechanical compensation for doing something sub-optimal mechanically. I also like to give the players the power to award this to each other in this case. In Genesys, Story Points serve as "Inspiration".
0 likes • 6d
@James Willetts @Briggs Schneider I also give inspiration for when I make a ruling that seems to clash with how a player understood the rules. Or along similar veins, when learning a monster's immunity the hard way. Both of these can be "gamed", but I'm not so concerned about that in this case. The alternative is that player sits, disappointed or maybe upset, and disengages from roleplay slightly. If I can give them a "consolation" Inspiration and get them back into the game, I'm fine doing that. Even if its given out this way to particular players more often. It also helps that "Inspiration" in Genesys is spendable by the whole group, not just an individual.
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
0 likes • 8d
@Shane K no I have not worked any of the conflicts games stuff in yet. It turned out to not be exactly what I wanted. Instead, the spreadsheet I linked above was a significant influence
1 like • 7d
Update, here's my completed GM screen panel for narrative combat Top: helpful guidelines Middle: combat thesarus Bottom: Genesys reference for official "Critical Injury" mechanical effects, and a modified Black Hack table for narrating those Critical Injuries.
Story Games
Is anyone interested or already familiar with games like Apocalypse World or derivations from it (Powered by the Apocalypse/PbtA)? I come from a background of more traditional TTRPGs but in the last few years I’ve shifted over to these sorts of systems and games, for various reasons. I also like what games like Fate were trying to do, although for my taste, the mechanics and systems of Fate feel like they still come first. Whereas “Story” or “Narrative-focused” games seem to emphasize the importance of the shared fiction and the characters over the “game” aspects of play. I think they’re a natural fit for groups who prefer more proactive campaigns, but I wondered how other people here feel? I mean, it seems like Forged in the Dark (a la Blades) was a big impetus for the epiphany toward more proactive campaign structures, and FitD games are often considered related if not in the same bucket as PbtA. OSR games are adjacent and related but these are kind of different.
Poll
8 members have voted
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New comment 6d ago
Story Games
1 like • 9d
Along those lines, Genesys claims to be "narrative driven" but it can also be moderately crunchy on the mechanics. In your opinion, does crunchiness rule a system out from being "story driven"?
0 likes • 7d
@Shane K In Genesys, a player can flip a token in the "Story Pool" to say "there's a ledge behind the goblins", and then suddenly it becomes reality. Then, they could decide to climb it, or now, corner the goblins against the wall. Flipping a point is virtually free, because the tokens (should) constantly be flipping between Light and Dark side, used by players and the GM respectively.
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Tim Oltjenbruns
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78points to level up
@tim-oltjenbruns-3590
Running Genesys games since 2014, including Edge of the Empire, Keyforge, and Terrinoth settings

Active 49m ago
Joined Aug 13, 2024
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