Archive for the ‘D&D / Pathfinder’ Category

Plunging Into Game Physics Pt 1 – What Is a ‘Game Physics’?

This entry is part 1 in the series Plunging into Game Physics

This entry is part 1 in the series Plunging into Game Physics“Game Physics” is a term that not enough GMs take the time to think about in depth. Physics is about isolating a single variable and measurable quantity, then altering that variable while observing the measurable quantity to shed light on the relationship between the […]

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Compound Interruptions: Manipulating Pauses

This entry is part 4 in the series Further thoughts on Pacing

This entry is part 4 in the series Further thoughts on Pacing Sorry for the delay in posting this – my ISP is conducting maintenance of some sort, and my connection kept dropping out, making it hard to upload and format the article in the usual manner. Combinations So far, I’ve been looking at the […]

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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 […]

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New Beginnings: Phase X: Beginning

This entry is part 11 in the series New Beginnings

This entry is part 11 in the series New BeginningsIt’s not easy making a completely fresh start. This series has examined the process of creating a new campaign in detail, and at last, the new campaign is ready for the curtain to lift and the show to begin – right? Right? This isn’t the first […]

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New Beginnings: Phase 9: Completion

This entry is part 10 in the series New Beginnings

This entry is part 10 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the process of creating a new campaign in detail, a process that is approaching its conclusion. Campaign Structure There isn’t much of a structural nature left undone, or so it must seem – and, […]

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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 […]

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New Beginnings: Phase 8: Enfleshing

This entry is part 9 in the series New Beginnings

This entry is part 9 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the systematic process of creating a new campaign in detail, from start to finish. The contents (updated with each post) can be found in “part zero” of the series. Bone, Cartilage, and Flesh: A […]

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Disease and Despair – the healing-resistant nightmare

Another filler article today, I’m afraid. By skipping half the things I was supposed to do over the weekend I finally got my sleep schedule back to something approaching my standards of normality. One of the things skipped was preliminary work on the next part of the New Beginnings series, leaving me with just enough […]

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New Beginnings: Phase 7: Skeleton

This entry is part 8 in the series New Beginnings

This entry is part 8 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the process of creating a new campaign in detail. So far, we have a campaign plan and a development plan for the game world along with a schedule for that development. We’re now dotting […]

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Shadows In The Darkness – The nature of True Evil

It started in the course of a planning session for the next adventure in the Adventurer’s Club (Pulp) campaign, “Prison Of Jade”. We were fleshing out the villain’s motivations, and I (Mike) made a comment about the nature of Evil. Blair disagreed, saying “I don’t think that’s true evil at all” (or words to that […]

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Inn Through The Side Door – Reinvigorating the cliché

After a solid effort, it’s become clear that I’m not even close to having the next part of the New Beginnings series ready to publish, and the deadline is now less than 20 minutes away, so I’m resorting to another filler post, one that I’ve been saving for just this purpose. This was inspired by […]

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Principle, Cause, and Course – Complexities In Motivation

Character Motivation can be the hardest thing to unlock for any character, and yet the most useful. Knowing a character’s motivation can provide a cohesiveness of personality and decision-making context that simplifies the complex task of getting under an NPC or PCs skin down to one or two basic issues and their ramifications. Knowing why […]

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