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Game Master's Laboratory

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109 contributions to Game Master's Laboratory
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 3h ago
5 likes • 12d
I've run 3 campaigns that were more than a year that actually got conclusions, and going on two years in the one I'm currently running. I've wrapped up lots of shorter (1--4 month) games, and I've been in a player in a ton of those that finished, and a few yearlong ones. I honestly think that because I only started *really* playing regularly when covid hit, it let us play way more consistently and get used to virtual play. My group also plays even when we're missing people, as long as we have more than half, which I didn't always do. That's added dozens of sessions that would've been lost before
0 likes • 3h
@Kit Light that’s a big reason for why I got into DMing too! We ended up having a pretty strict rule that as long as half or more of us can make it, we still play, and everyone else’s characters go and do other stuff on their own or whatever lol. Sometimes it actually leads to interesting plots, if the player decides they’re doing something unusual while they’re away
Secrets for Dungeon Building.
Hola Masters! So far we know that in proactive roleplay we build dungeons as the goals need them! What are the resources, websites, map makers, tools etc of your preference? Do you recycle dungeons and change its elements? I usually DM using an old flat screen. Any suggestions? Should I go back to my blank grid? Tia y Saludos Masters!
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New comment 3h ago
2 likes • 3h
One of my favorite websites of all time is Dungeon Scrawl—it’s free and very easy to pick up. It won’t provide a ton of details, but for a nice looking map with all the basics, I don’t think it can be beat. I’d also recommend checking out Mapcrow on YouTube. He’s got tons of videos, but a few of them focus on dungeons and are excellent. I saved my personal favorite for last. This article called “Xandering the Dungeon” is the single best resource I ever found for improving my dungeons: https://thealexandrian.net/wordpress/13085/roleplaying-games/xandering-the-dungeon His main focus is on big, multilevel mega dungeons of the old school D&D era, but they work great on a dungeon of any scale, even just a handful of rooms. You can see those principles in lots of dungeons, even in the level design of video games: hollow knight, Baldur’s gate 3, even the entire world of dark souls 1 is basically one big xandered dungeon! Good luck! Let us know how it goes, I’d love to see some of what you come up with!
Group bounced off FitD/Scum & Villainy
We recently finished a disappointing 10 session run of Scum and Villainy (S&V), "a game about a spaceship crew trying to make ends meet under the iron-fisted rule of the Galactic Hegemony." 𝐇𝐨𝐰 𝐈𝐭 𝐒𝐭𝐚𝐫𝐭𝐞𝐝 Coming off a 2 year 5E Curse of Strahd campaign (and primarily a 3 year homebrew 5E campaign before that), we wanted to do something different. We chose S&V because space opera ship crew seemed radically different than heroic fantasy and gothic horror and because I wanted the group to try a FitD game. S&V aims to emulate Star Wars, Cowboy Bebop, and/or Firefly. The group was the most excited about emulating Firefly so we decided to create a "mostly mundane" setting and use the "Stardancer" ship template. We decided the provided setting was too big and varied for our tastes so we set off to create our own. We played a game of the Quiet Year and in the process created 3 sectors with 8 planets and a few notable space landmarks (giant satellite laser, asteroid belt, Remnant ruins, etc.) as well as 14 factions of varying strengths. Everyone had a great time authoring the setting collectively. After that session, I spent far too long filling in additional details for the setting. Every player created a great character with their own goals and significant ties to the setting. We were excited to play. Checking over my notes, the campaign primarily consisted of 5 different jobs: - Stealing medicine (that treats an alien parasite that turns victims into rage monsters) from a "Hegemony" warehouse. - Recovering an encrypted drive from an abandoned mining station in the asteroid belt where the alien parasite originated. - Prison break to free an ally's ship captain and recover their confiscated ship. - Stealing an advanced robot (augmented with Remnant tech) from a party attended by nobility and high-ranking military officials. - Transporting the stolen robot through military blockade to an interested party.
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New comment 3h ago
0 likes • Oct 21
@Jonah Fishel I hadn't considered that, but I definitely agree. The core setup of the setting is a very underrated part of blades. It's definitely possible to recreate that rising pressure feeling in a setting without a single city, though, but I think it almost always has to be intentional and even discussed with the players. What forces are there that keep the party always running towards their biggest problems? Personal flaws/virtues? Geography? External dangers?
0 likes • 3h
@James Willetts yeah, it’s soooo important for Blades to work that you always take huge risks lmao, I’m not sure how to encourage players to do it if they don’t want to…the game already hands out a lot of XP for that sort stuff. I think playing carefully is pretty engrained in a lot of dungeon-crawler psyches so the switch can be a little tricky
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 1d ago
0 likes • 2d
@Jeremy Levi that's a good point! Almost all the ones I own are pretty rough with only a few people. I get most of my boardgames from @Jonah Fishel and he plays a lot one-on-one with his wife, so he's been good at getting me into smaller-scale games
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.
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New comment 4d ago
1 like • 5d
Great to have you here Jim!
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Tristan Fishel
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284points 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 1h ago
Joined Aug 6, 2024
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