Archive for the ‘Mapping & Maps & Minis’ Category

A Helping Handout

Hungry, over at Ravenous Roleplaying, is a long-time supporter of Campaign Mastery through his regular “Friday Faves” column, in which he collects links to the articles that have most inspired or interested him from the past week. When he has time, he accompanies those links with some comments; these are always interesting, and sometimes genuinely […]

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Ask The GMs: On Big Dungeons

How do you make Big Dungeons interesting? It’s not a simple proposition; very dependent on your source material, you may have to dig far deeper into what you have been presented with in order to achieve success. This question comes from Tom, who wrote: I DM a Pathfinder game, where the module is coming to […]

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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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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 […]

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Stride The Earth in 7-league boots: Travel (and Maps) in FRPG Pt 2

I’m taking a scheduled break from the New Beginnings series before the big push to conclude it. It will be back next week, all going according to plan. This article is a sequel of sorts to one I published a few weeks ago, The Gradated Diminishing Of Reality – Travel in FRPG. I recommend that […]

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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 […]

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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 […]

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Things That Are Easy, Things That Are Hard

There are lots of things that are hard to do, or at least to do well. This article is about two of them, and a Kickstarter project that looks like a serious attempt to do both to a very high standard. Challenge The First The first is low-level adventures. Many GMs find these difficult to […]

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Vampire’s Creep and other stories: Working With Places

What’s the first thing you think about when considering a location in an RPG? There’s no one right answer to that question. A lot depends on why I’m thinking about that location at all. Location: a place for things to happen A location is not a simple thing to pin down. Let’s say that we’re […]

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Leaving Things Out: Negative Space in RPGs

“Negative Space” sounds like the sort of thing that pretentious art critics fill the air with when they have nothing of substance to contribute. It’s not some antimatter or “mirror, mirror” universe, either – though it can be either or both those things if you want. It may come as some surprise to those with […]

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