Archive for the ‘Combat’ Category

Status Interruptus: Types Of Pause

This entry is part 3 in the series Further thoughts on Pacing

This entry is part 3 in the series Further thoughts on PacingIn part one of this series, I demonstrated that a pause or interruption in play can be enormously beneficial, if used correctly. Last week’s article examined before-pause and after-pause content and found that these had to match in order to extract that benefit, and […]

Leave a Comment

Anatomy Of An Interruption – Endpoints

This entry is part 2 in the series Further thoughts on Pacing

This entry is part 2 in the series Further thoughts on Pacing Having established in part one of this series that a pause or interruption to play or to the primary plot being deployed within the game can be more than a necessary inconvenience, it can be a tool whose manipulation by a savvy GM […]

Leave a Comment

Pacing and the value of the Pause

This entry is part 1 in the series Further thoughts on Pacing

This entry is part 1 in the series Further thoughts on PacingDiscovering The Principles This was originally envisaged as one small and relatively quick article. It didn’t work out that way. Instead, this is the first part of three… I was watching a repeat of an old TV show the other week – one that […]

Comments (2)

Fogs, Clouds and Confusion: A Battlemap technique

Another filler post, I’m afraid – the next part of the New Beginnings series is turning out larger than I expected! I intended to get an early start on it yesterday, but thought of an article for later this week and started putting thoughts down on electronic “paper”, and totally lost track of time. Have […]

Comments (1)

Ask The GMs: Some Arcane Assembly Required – Pt 2: Sourcing Parts

This entry is part 2 in the series Some Arcane Assembly Required

This entry is part 2 in the series Some Arcane Assembly Required This question comes from GM Roy, who wrote: “I need some inspiration to create cool names for spell components. I have 5 [scales of rarity = Mike]: Common (flesh, breath, water, dust) Uncommon (earth from a cemetery, humanoid blood) Rare (head of a […]

Comments (5)

Me, Myself, and Him: Combat and Characters in one-player games

This entry is part 1 in the series One Player Is Enough

This entry is part 1 in the series One Player Is Enough It’s been quite a while since I looked at the topic of the one-player campaign, also known as the solo campaign. The last time was back in May of 2010 in an Ask The GMs article, “Ask The GMs: How to GM solo […]

Comments (3)

Random Encounter Tables – my old-school way

This was originally intended to be part of my recent article, Pieces Of Everyday Randomness, but it quickly grew to dominate everything else in that article. So I’ve extracted, edited, and enhanced it into this stand-alone piece. Some people are really opposed to the concept of Random Encounter Tables, aka Wilderness encounters, aka Wandering Monster […]

Comments (1)

3-D Battlemaps for the financially challenged – Updated & Enhanced

A very unusual article, this one. More than half of the article is contained within a set of images that I’ve put together in dribs and drabs over the last week or so. The idea for what you’re about to “read” came to me when I opened a box of tissues – a box measuring […]

Comments (1)

The Unexpected Creeps Up Behind You – Dec 2014 Blog Carnival

November 2014 The November Blog Carnival hosted by Roleplaying Tips, is winding up – there are just a few days left to post your articles on the subjects of Aliens and Races. December 2014 That also means that its time for me to gear up for the December Carnival, because I’ve put Campaign Mastery’s hand […]

Comments (39)

Super-heroics as an FRP Combat Planning Tool

When you’re designing a battle for an FRP adventure, how do you make it different from every such battle that you’ve had in the past? How do you make it more interesting than a mere dice-rolling exercise? It’s even more difficult than it sounds. I have a novel solution to offer to these problems, but […]

Comments (1)

On the binding of Wounds – Everyday Healing For Pulp

This entry is part 4 in the series House Rules from The Adventurer's Club

Pulp Rules for Healing, and how & why Pathfinder & 3.x GMs should consider adapting them to their games.

Comments (3)

The Flunkie Equation – quick and easy Hors d’Combat

A few weeks ago, I described my processes for creating Partial NPCs, a methodology that determined how much NPC definition was needed for that NPCs role in an adventure, in Creating Partial NPCs To Speed Game Prep. This was described as essential know-how for the article that I was originally going to write and publish […]

Comments (2)