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Game Master's Laboratory

Public • 91 • Free

33 contributions to Game Master's Laboratory
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
Here's a good start: https://www.dndspeak.com/2023/02/14/100-morally-ambiguous-side-quests/ These have enough initial ideas that you can change the flavor to fit your setting pretty easily.
Advice on running a Western
We just had our session 0 where we decided on the game we wanted, and it sounds like a D&D Western is where we are headed. I guess the Dark Tower series was the inspiration for one of the players. I am curious if anyone has any advice on running a western or if they have done so and what the take aways were.
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New comment 3d ago
0 likes • 4d
@Jonah Fishel yeah I'll have other materials but I like the idea of really taking a part of the game that's rarely explored and turning it up a notch.
1 like • 4d
@Briggs Schneider yeah I think lawlessness, harsh conditions, high morality, ownership of land, and dreams of an easier life are typically present. I've noticed bounties and prisoner transport are also pretty common.
Sell me on the darkness rules from Black Hack or Shadowdark
Both Shadowdark and Black Hack add darkness rules. No player races have dark vision or infravision but many monsters do. Light is an important, valuable, and precious commodity. Both systems encourage the GM to put the light at risk - with environmental effects and enemy actions. In the dark player characters are at disadvantage for virtually all rolls while the monsters are not. Maybe my age is showing but I don't see this as adding a lot to the game. Am I missing an opportunity to add something really cool? Or is it just another setting fad?
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New comment 12d ago
0 likes • 12d
The primary feel of Shadowdark at least is to emphasize that it's a survival spin of D&D, harkening back to the AD&D days. You have to actually track your inventory and there's a sense of uncertainty and fear when things go dark. It's a mechanic that you don't really get in modern D&D because the emphasis is more on high magic and superhero feel. The cool thing about ttrpgs is that if a mechanic is something you like, you can keep it, and if it isn't, you don't have to use it. Personally, if I'm leaning into a survival/horror theme campaign or one shot, darkness adds uncertainty that is quintessential to horror and survival. If I'm leaning into high magic, horror just isn't a theme that works well.
Reading Shadowdark shows why the game swept the Ennies
Just looking at the layout for the book I can see a great deal of thoughtful design went into the game. Simple things like all relevant rules bring on a single spread make reading and referencing rules easy. I'm definitely looking forward to playing the game and mining it for house rules.
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New comment 9d ago
0 likes • 12d
Yeah Mid October might work best for me.
From Scratch or Mod
I have a TTRPG combat design rolling around in my head that echoes a magic the gathering EDH or Commander game. I love the feeling of having combat tricks that can be used on different player's turns. I think it would be really fun to have a TTRPG where players have a turn where they can do abilities and actions that take a little longer but for things that can be done quickly can added to the turn stack which resolves like mtg. This means players can thwart or enhance what they want to have happen and have more control over what's happening when it's not their turn. I hate when players check out of the game when it's not their turn. Increasing engagement and cooperation like this I think would crush the scene tbh. If I wanted to publish this should I make my own TTRPG or adapt it to ones that already exist?
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New comment 9d ago
0 likes • 13d
What makes MTG entirely different is the frequent way combat stacks. If you wanted a system like this, you would have to lean heavily into reactionary play. Instead of turns you'd have reactions.
0 likes • 13d
@Jason Krause Perhaps the different actions players take can have their own initiative modifiers. A counterspell with a high initiative can dig really far into the stack and kill an action for example. Another action could allow the stack to immediately resolve, not allowing any further reactions. I think your best system here is a ttrpg with action cards.
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Tyler Ezell
4
76points to level up
@tyler-ezell-2034
DM for 5e in the PDX area. Interested in learning pf2e, Shadowdark, and the Cosmere RPG

Active 2d ago
Joined Aug 9, 2024
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