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Game Master's Laboratory

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100 contributions to Game Master's Laboratory
Savage Worlds: Bikini Bottom
Just ran my first session of Savage Worlds , as an open ended one shot. Two of my normal players couldn't make it, so I offer to run the a game for the other two. It was between Savage Worlds, The Wild Sea, and Traveler, since they were all on the unplayed shelf. They chose Savage Worlds, set in a distant future and one player asked for it to be a heist. I asked them if they wanted to steal "something magical, high technology, sometime of cultural significance like art or historical document, or just straight cash/gold?" The other player suggested... The Krabby Part Recipe. One deep freeze to the future, and a Patty Raid later, and they found that the Computer that can send them back will need another 742 years to complete the calculations needed to do so. So now we are set up for them to go quest for parts, and power to speed that number up. I've been looking for a Generic Setting RPG that I feel inspired to run and I think I may have found to in SWADE.
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New comment 22h ago
0 likes • 23h
I'm curious what you think of Savage Worlds---I have a PDF of it but I haven't found the time to look through it in much detail yet. I hope they manage to steal the formula. Risky gamble, if the fates of previous thieves are anything to go by...
Story Seeds
So a few of your were part of either the playtest of my World Building or you have seen me talk about it. A big thing I am working on on the first public test document that I should have out early next year is story seeds. Little jumping off points that can be used indivually or mixed together to help groups think of the kind of story they want to tell together. Anyone want to contribute an idea? I would credit anyone that adds to the post in the publication even if you idea gets cut.
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New comment 22h ago
1 like • 2d
We've talked about it a few times, but the Genre Statement from Spark in Fate Core always does the trick for me. Nothing quite gets my group aligned like establishing what we find cool from media together. A somewhat similar thing are the touchstones you sometimes see before games, like Blades in the Dark: movies, books, music, etc that inspire the game itself being played. For a story seed, maybe those types of things would be more focused on tropes, genres, and archetypes of play?
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
Champions of Formatting
Working on some projects, I'm becoming more and more interested in the formatting of games. The 5e, prose-heavy standard, especially in adventures they publish, was never a big hit for me. What games (not necessarily TTRPGs) do you find yourself really enjoying just reading and looking at because of how well it's formatted for ease of understanding? Shadowdark is a great example---it won an Ennie for it, after all---but I'm also a big fan of the layout of the 13th Age adventures like Eye of the Stone Thief (for the most part). It's relatively easy to find stuff, and everything you need is always right there on the page like monster stat blocks and treasure writeups, instead of stuffed away on a later page. They also group encounters in useful bundles, with big sections at the end for those pesky ones that don't fall under particular categories and might clutter it up otherwise
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New comment 10h ago
Chaotic Evil… hero?!
Hola Masters! One of my players wants to create a Chaotic Evil character to play our proactive game! Do you have any recommendations for this at all? Any idea how can I make his character a good team worker? Tia! Hasta pronto!
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New comment 5d ago
1 like • 5d
Building off of what Briggs said, I’d say the most important part to me would be making sure the characters have at least some common goals they all want to pursue. That way, even if the character’s evil methods clash with the other players, they’re still working towards the same total thing and have a reason to keep working together. Bonus points if there’s some other reason they feel like they have to stick together (the evil character could have an item the party needs, their bloodline could be a key part of a prophecy, they could be family to another PC, etc)
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Tristan Fishel
5
306points to level up
@tristan-fishel-9232
He/Him. Co-Author of the Game Master's Handbook of Proactive Roleplaying, GM, TTRPG enthusiast, half of the Quest Brothers. Wiser than Jonah Fishel.

Active 20h ago
Joined Aug 6, 2024
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