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21 contributions to Game Master's Laboratory
Dynamic Terrain (and the Humble Jump)
Last night, I ran a big boss fight in Draw Steel (which has a lot of very tactical combat) that involved lots of leaping from ledges, off of boulders, and lowering chunks of the ground into pits. It was a blast, and it got me thinking about different terrain pieces and how they affect the game, whether in a tactical pushing minis one or a narrative fiction-first one. What terrain or environmental features have given you good success for dangerous situations? I'm preaching to the choir a bit, but I think there's lots of ways to think about it. One of my favorite ways to set up battlefield terrain actually comes from Grimdark Future (a wargame, not a TRPG). They suggest making sure any battle has: - Terrain that blocks line of sight (walls, etc) - Difficult Terrain that limits movement - Dangerous terrain that damages or inflicts a condition In an RPG, I'd add two other common types: - Elevation! Rooftops, boulders, hills, cliffs, etc. - Vision obscuring (not solid, like walls, but can allow ways to hide, like shadows or mist) And lots of less common stuff that defies category. Portals, waterfalls, polymorphing effects, gravity reversal, etc etc etc I think this works regardless of how tactical a game is, at least in my experience---in most of the rules-light games I've played, terrain is important to provide tools the players can use to solve the "puzzle" of combat and make some cool plans. In tactical games, they've even more important! They're opportunities for creative play. Have you run any battles with terrain that you're particularly happy with? I've had great success with some simple platforms above some dangerous terrain, like spikes or piranha-infested waters! Suddenly, the jump rules become a lot more fun and dramatic, and everyone wants to shove their enemies around.
1 like • 8d
Ill add battles upon moving objects and creatures (i.e. careening wagons, magical cloudscapes, flying dragons, Wander and the Colossus inspired mega-giants) as terrain options. The comment you made about making jump rules more fun and dramatic carries over here. As does rope work, acrobatics (shifting g-forces), dodge rolls (the terrain fights back) that both player and enemy have to contend with. Some GMs might say...'well, what happens if my players fail a jump roll? dont they just fall off the flying dragon/wagon and die or are out of the combat?'. On the contrary, creative solutions abound....a failed roll state can simply imply that the character (being clever enough to know that they will not make the jump) opts not to make it thus mechanically losing a move, forcing another player to use a move (reaction, whateva) to pull them back from the edge and or be put in a state where enemy attack gets advantage. Loads to work with here.
Favorite Character Goal So Far ...
I have been reading through draft character goals for the new campaign and nearly snort-laughted at this one ... "He intends to complete his mission in spite of his assigned party's incompetence, and will succeed in not only identifying sources of arcane power, but in securing them for responsible exploitation." Not quite the format I asked for, but I can completely picture this character now. I am curious what you would pick as a favorite character goal...
1 like • Jul 2
Ok, so hear me out. We start with a character like Marvel's Domino who has a psionic aura that creates situations of unlikely incredible good luck to happen to (or around) her. Here comes a fleet of baddies oh there just happens to be some old abandoned mines that trigger the stockpiles of gunpower in the ship causing a chain reaction destroying all of the, oh what luck but in this case the character is completelly unaware that they are generating this ability. Now flip that and make it the power of incredible Un-luck. Character goal: dont die.
I joined 🎉
Hi everyone! I’m so excited to be here, I have joined the community for a while now 🎉
0 likes • Jul 2
Hiya Danielle, Nice to (digitally) meet you.
Wanna be part of a TTRPG Podcast?
Hi all. Was wondering if there are any creators out there that would be at all interested in helping to contribute to/participate in/or be a guest on (particularly if you have. project coming out etc) a podcast project I (and several others) have been working on over the past year. We interview guests and generally just talk about TTRPG related content in a silly and open ended way though not without getting into the proverbial weeds as it were. Anywho, anyone who might have a project coming up or has any interested said me DM or reply here.
0 likes • Jul 1
@Alex Newman Brilliant Ill send you a DM
Writing Music?
Just curious -- I generally have instrumental music on in the background when I write (I find stuff with lyrics distracts me). I tend to listen to Danny Elfman on shuffle when I'm writing. I know a lot of people like Spotify stations but I don't use them because they're evil (you gotta pick your battles). Does anyone else listen to music and -- if so -- do you have a go to artist or album?
0 likes • Jun 17
@Alex Newman I write music for my games when I can find the time and have posted some of it on youtube. Here is a link if you are curious. Are you are interested in making music for your game yourself? Have you done so already? Would be wonderful to hear some of what you have written yourself. As for music that I play in game from already established artists...well that is a very wide net indeed. These days I have been trying out using music as part of the RP but perhaps that is another thread as well. https://www.youtube.com/playlist?list=PLpQ6aVTEoACApPCgLlCg3_19G-innxGAD
0 likes • Jun 19
@Alex Newman I see. Yeah, I was slightly confused by your premise. Sorry If I answered outside of your intended query. To course correct here Ill say the following: naturally what I listen to will be genre specific so the list is endless but two things that I do that might be unique are 1) using lots of the diegetic music (folk songs, choral works, solo period instruments etc) which adds a nice meta-layer to the RP. This is particularly easy if the setting is modern (60s, Vietnam era particularly good). 2) I will use music to begin/end scenes and sessions ala a TV show. So having a 'main theme' to start of the session and get people 'in the mood'. Or to play the CSI: sting or some audio clue to nudge the players in such a way as to say "you have found all the important clues here". Hope this better answers your question. Best, Jay
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Jay Underwood
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@jay-underwood-4803
Music composer, game designer, and university teacher who loves story focused games as much as hex and counter tactical stuff.

Active 2d ago
Joined Feb 10, 2026
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