Archive for the ‘Campaign Creation’ Category

Touchstones Of Unification Pt 1 – Themes

This entry is part 1 in the series Touchstones Of Unification

This entry is part 1 in the series Touchstones Of UnificationI was watching an interview with Jim Keays from 1975 the other day, discussing what was then his latest album. He was explaining that he had started with three or four songs that all had similar subject matter, and realized that he could build the […]

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Domino Theory: The Perils and Practicalities

I love a good domino theory, but they aren’t easy to do, never mind to do them well. This article holds the secrets to creating and implementing a string of dominoes that will keep players coming back for more.

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By Popular Demand: The Ergonomics Of Dwarves

Dwarves make the ideal illustration of how range of motion, aka Kinesiology, can affect the anatomical profile of a race. And that affects everything else…

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Ergonomics and the Non-human

Ergonomics is one of those little things that can greatly add to the verisimilitude of any campaign. This article will show how to get maximum bang for minimum effort.

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Ethics For Sale? – The Role of Native Advertising

There’s a new trend in online news that is creating waves. It’s called Native Advertising and it’s already all around you.

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Strangers sharing ideas: RPG writings in a Collaborative World

A guest article by G.F. Pace Additional contributions & Editing by Mike Bourke I recently moved to London from Italy. After a good beer (or several) in a London pub, I can easily imagine the environment in which Tolkien and Lewis (and so many of the other Gods of the fantasy genre) began to perceive […]

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Swell And Lull – Emotional Pacing in RPGs Part 2

I didn’t want to split this article in two. You really need to have read part one before you can get full value from what’s below. So I’m going to assume that you’ve done just that, and don’t need a synopsis to refresh your memory, and just dive straight in… Transitions & Global Emotional Flow […]

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Swell And Lull – Emotional Pacing in RPGs Part 1

Swing Swing Dodge Swing Scurry Duck Scurry Scurry Dodge Kick Swing Leap Swing Parry Swing Duck Swing Scurry Dodge Swing… …it gets a bit dull and repetitive after a while, doesn’t it? Every adventure, every combat, heck, every campaign needs to have its highs and its lows, its frantic periods and its lulls of inactivity. […]

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Casual Opportunities For Priests: The Differential Encounters

This entry is part 5 in the series Casual Opportunities

This entry is part 5 in the series Casual OpportunitiesAt long last, it’s finished! It’s taken a long time to complete the final article in this set, mostly because I had to keep setting it aside to work on something that would meet the immediate deadline, but here (at last) it is… Introduction to part […]

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The Personal Computer analogy and some Truths about House Rules

I’ve been desperately trying to clear enough time to attempt to get my main computer back up and running. It occurred to me the other day that there is a clear analogy between that process and the process of creating an RPG campaign. The Computer Of Today: some context Personal Computers are everywhere – or, […]

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Casual Opportunities For Priests: The Common Encounters

This entry is part 4 in the series Casual Opportunities

This entry is part 4 in the series Casual Opportunities So far, I’ve looked at what all Modern Priest PCs have in common, and what made one Priest different to another, This third part, and the fourth to follow, are all about casual encounters to highlight these character features… Introduction to part 3 At first […]

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The Fields Of Magic

How does Magic (in general) work? I’m not talking about how the rules work, but how Magic works within the game world. Why raise the question now? I should probably pause for a moment to explain why I’m writing about this now – in the middle of a major series about Modern Priests. There are […]

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