Archive for the ‘Campaign Creation’ Category

The Frozen Lands: A Science-Fiction Campaign Premise

I often come up with ideas for new campaigns. Some of these are rubbish and discarded almost immediatly; some get saved, stored up for when I might need them; but most often they just get thrown away because I have no hope of ever using the idea. One such concept came to me recently, and [...]

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Scenario Sequencing: Structuring Campaign Flow

In a previous blog, I’ve written about my Superhero campaign currently facing a big finish (A Grand Conclusion: thinking about a big finish). This post will be a sequel of sorts, because any big finish naturally invites the question, “what’s next?”
In this case, “next” is a sequel campaign. Many of the preceeding characters will make [...]

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Relatively Uncertain: Taking Control of Game Physics

Every campaign needs a game physics, whether the GM knows it or not. And, in fact, they all have one, whether it’s specified or not, and whether the GM knows that or not, as well.
Boy, that was a short article! Now that we’ve established both need and solution, can we move on to another topic, [...]

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Bringing on the next generation, Part Two: Gamemaster Mentors

In many respects, it’s easier being a player than a GM. Since the player determines the personality of the character, as well as what the character says and does, there is in fact no ‘right way’ or ‘wrong way’ to roleplay any given character – only ‘better’ or ‘worse’. It’s a bit like being able [...]

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Revealing the Exotic

Characters in my Riddleport campaign will be constructed just from the Pathfinder Core Rules and two regional supplements the group bought for Paizo’s world of Golarion. This is a nice break from the splat book inflation previous D&D 3.5 campaigns of mine have suffered.
Further, I’m ruling that exotic arms, armour and equipment will be rare [...]

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Dark Shadows – Focussing On Alignment, Part 5 of 5

This entry is part 5 in the series Focussing On Alignment

This post is the end of a long road! It started with a guest article by Garry Stahl, “The Conundrum Of Alignment”. Parts two and three highlighted what I believe to be the causes of the problems Garry identified, and provided an alternative perspective on Alignment that turned it into one of the most useful [...]

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Mage Guild Mastermind Survives Pirate Haven

How does a mere mage survive in the world’s most infamous pirate’s den? And how does a leader of mages protect himself from the incredible powers his followers might weild against him?
Here are a few of my thought processes behind a faction in my new D&D campaign. I thought you might be interested in some [...]

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An Unneccessary Evil? – Focussing On Alignment, Part 3 of 5

This entry is part 3 in the series Focussing On Alignment

In part one of this 5-part examination, we presented a guest article by Garry Stahl, “The Conundrum Of Alignment”. In Part two, “A Neccessary Evil?”, I discussed the justification for alignment being part of the rules, looked at the historical precedent for oversimplified moral arguements, and concluded that the real problem with alignment was misuse [...]

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Ask The GMs: PC Choices and Consequences

How can you make the players feel like their actions have an impact on the world?

Sometimes, the simplest questions have the most complicated or profound answers. So it was with some trepidation that we’ve approached this question, which was asked virtually exactly as it’s quoted at the head of this article.
The short answer is, you [...]

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Ask The GMs: Giving Players The Power To Choose Their Own Adventures

How do you create a campaign that gives the players absolute freedom but still leaves the GM in control?

Recently, Campaign Mastery was asked,
Is it possible to create a truly player-choice driven campaign (within reason)? I’m trying to create a campaign that’s anywhere from 75 – 90% roleplaying (there will be dice, but not battle so [...]

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