Activity
Mon
Wed
Fri
Sun
Dec
Jan
Feb
Mar
Apr
May
Jun
Jul
Aug
Sep
Oct
Nov
What is this?
Less
More

Owned by Jonah

Game Master's Laboratory

Public • 120 • Free

Game Masters teaching and learning how to run better tabletop role-playing games. One day we hope this group will host the best games in the world!

Memberships

Skool Community

Public • 182.4k • Paid

87 contributions to Game Master's Laboratory
Introduction
Hi, I'm Jim and I am a long time role-player, long time GM and owner of an FLGS so have plenty of experience running for and playing with complete strangers as well as friends groups. I played my first RPG 40 years ago (yup, I guess I'm old now) and it is still my very favourite pastime.
4
4
New comment 12h ago
1 like • 12h
Glad to have you here, Jim, and my utmost respect and admiration for running a FLGS!
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?
2
9
New comment 11h ago
1 like • 14d
@Briggs Schneider So this was something you used to tie up loose ends, basically? Stuff that the normal "conclusion" didn't cover or resolve?
0 likes • 12h
@Jim Freeman I like the idea of "tent-poles" and we do something similar... we call them "Givens", which is less evocative than your term but I think we mean the same thing. They're the constants that we're building the rest of the changing/uncertain game around. I think where we differ is that I (speaking only for myself and not for @Tristan Fishel ) don't write an ending - I like to see what happens as we play and be surprised by the ending if I possibly can. I really like the idea of writing short fiction to establish the setting. Do you share that with the players or do you worry about spoilers, etc?
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!)
4
30
New comment 1h ago
0 likes • 12h
@Dan Royer When you say it's hard to end a campaign, do you mean it's hard to end it in a TPK? Or something else? Just asking because most people who say they don't end campaigns (at least in this thread) are saying it's because of scheduling reasons - it sounds like maybe you have a different reason why campaigns do or don't end?
0 likes • 12h
@James Willetts This comment makes me want to go check my notes and make my own haha. The trick to finishing games does seem to be medium-length, new systems, just like @Briggs Schneider was talking about above (although I imagine if Briggs made a list like this it would exceed the character limit). It's kind of a shame that huge open-ended campaigns are so tough to end, because I feel like that's something that everyone should try at least once. It's a big commitment but there's not really anything else like it.
What was the best Campaign you never finished?
I was curious what was the best campaign you never finished? Why was it great? Maybe the combats were engaging and cinematic? The world building was excellent, and you felt like you were really part of it. The role-play could have been dynamic, and fun. What was the reason it stopped? And most importantly what would you need to see the resolution? A final boss fight, or a more narrative focused ending to the story? For me I really loved a sequel campaign where a player slide into the dms chair and my character got to see the fallout of the decisions made in the first story arc. I was also the only recurring character, so it was interesting to go from a Teen Hero, to a defacto Team Leader. It was a splinter group and one player, who the current and previous dm (now a player) just was really hard to schedule around. I think I might broach the subject once we the DM isn't running a campaign to see if we can at least do a little wrap up arc. This was inspired by Jonah's post last week (How many campaigns have you played in/run that actually finished?) , (https://www.skool.com/game-masters-laboratory/how-many-campaigns-have-you-played-inrun-that-actually-finished )
2
12
New comment 10h ago
0 likes • 2d
I think the danger of collaborative worldbuilding is that you come up with ideas that just can't be contained by dice at the table. In one of my first forays into Spark in Fate Core collabs, we came up with a world that was rocked by invisible waves of magical energy that could be used and manipulated by those with magic surfboards, and we had all these rules worked out for element types and strength of the waves and hanging ten, etc. And there just wasn't a system that could even begin to run that. We made a half-hearted attempt at designing one, but I wish we'd stuck with it, because beach bod wizard surfers is a chill vibe.
0 likes • 12h
@Briggs Schneider I was halfway through writing a script that simulates different elemental waves and spell effects when I gave up... maybe I should dig out the code. Are there any TTRPGs you know of that require a companion app to even play? 😅
Introduction
Hello, my name is Jonathan. I’m from Denmark and relatively new to both being a player and a Game Master and I'm hooked. I’ve been a Game Master for my 11-year-old son and a couple of his friends for about a year. I’ve also been playing in a group with other adults for a year, where we take turns being the Game Master, and now it’s my turn. In both groups, we use D&D 5e. In this context, I’ve become very interested in proactive role-playing and think it makes a lot of sense to give the players more responsibility for the story. That’s why I’m here—to exchange ideas and seek advice. We’ve just had our Session 0, where we created character goals, and all the players are on board and excited for the next part of the adventure. Now I’ve started preparing factions, NPC goals, and the first possible encounters. I'm considering using proactive role-playing for my son's group as well. I might modify it a bit so they can engage with it. Does anyone else have experience using it with children? Looking forward to being part of this forum. And thank you for a great book and introduction to proactive role-playing.
4
6
New comment 1d ago
2 likes • 2d
Hi Jonathan, welcome! Glad to have you here. I agree with my co-author, kids are a great test audience for this kind of play. You might have trouble corralling them all in the same direction, though. If that happens, you might need to ask them specifically to make their goals align a bit more. Hope it goes well - let us know if it does!
1-10 of 87
Jonah Fishel
5
253points to level up
@jonah-fishel-3792
Building a space for GMs to teach and learn how to run better games. Authors of "The Game Master's Handbook of Proactive Role-Playing".

Active 12h ago
Joined Aug 6, 2024
powered by