Archive for the ‘Campaign Management’ Category

Writing to the limits of longevity

Every minute spent writing more than you need is time wasted. Write to your target longevity to boost efficiency while avoiding the traps that lurk in the dark for the unwary writer.

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Ask The GMs: The Passage Of Substantial Time

Last time around, James Senecal posed a double-question. Because it was the easier of the two, and I was flying solo, I chose the easier question for ATGMs #27. But now it’s time to bite the bullet… How can you have substantial time pass within a campaign? “If death is to have a consequence, if […]

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The Heirarchy Of Deceipt: How and when to lie to your players

This irregular column resurrects lost blog posts about RPGs from Mike’s 2006-7 personal blog on Yahoo 360 and updates them with new relevance and perspective. One of the decisions every referee has to make is how much NOT to tell the players. To be blunt, the referee has to decide when to lie to his […]

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Ask The GMs: Fresh Meat In A Hurry

Ian Gray contributed to this article. Anniversaries have a way of reminding you of the promises on which you have yet to deliver, and so does the start of a New Year. “Ask The GMs” is one of the cornerstones of what got Campaign Mastery to it’s 5th anniversary. It’s now 2014 and for two […]

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Lessons from the Discworld of Terry Pratchett

There are a number of valuable lessons for any RPG that can be observed in the looking at how Terry Pratchett achieved the success of the Discworld series of novels. Introduce the Key Concepts Early In the first entry in the series, he introduced the Discworld itself, established its basic physical and conceptual parameters, and […]

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A folder for every file: My Document Organization for RPGs

Introduction A week or two ago (as I write this) I was chatting with someone on twitter, and they wanted to show me a map they were working on – but couldn’t find where they had stored it on their computer. File organization is one of those areas that no-one ever really talks about, so […]

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Who Is “The Hidden Dragon”? – Behind the curtain of the Orcs and Elves Series

This entry is part 28 in the series Orcs & Elves

A real-life example of solving a plot problem for an RPG.

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Amazon Nazis On The Moon: Campaign Planning Revisited

I’ve written a number of articles on the subject of Campaign Planning & Structuring which have been very well received, notably (oldest to newest): Back To Basics: Campaign Structures(also contains links to another twelve related earlier articles). Back To Basics: Example: The White Tower Back To Basics: Example: The Belt Of Terra The Echo Of […]

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Refloating The Shipwreck: When Players Make A Mistake

Preamble This Month’s Blog Carnival was proposed more or less as follows: People love it when player characters do great heroic deeds and win fame and fortune in a campaign. But how about when things horribly wrong go… and it’s all the fault of some foolhardy decision by some Player Character? Those can be either […]

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Creating ecology-based random encounters: Encounters with meaning

This entry is part 3 in the series Creating ecology-based random encounters

This entry is part 3 in the series Creating ecology-based random encounters In this concluding part of my series on encounter tables, I look at Urban Settings, Dungeon settings, and talk about ways of integrating Wandering Monster encounters into plotlines and infusing them with meaning. And I might throw in the occasional new idea in […]

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Creating ecology-based random encounters: This Eats That

This entry is part 2 in the series Creating ecology-based random encounters

This entry is part 2 in the series Creating ecology-based random encounters In part one of this series, I talked about the philosophical grounding of random encounters – the theoretical why’s and wherefore’s that underpin the encounters that result, and the ways and reasons why they matter. In this part, I’m going to discuss ways […]

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Creating ecology-based random encounters: The Philosophy of meanderings

This entry is part 1 in the series Creating ecology-based random encounters

How to overcome the problems with random encounters

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