Archive for the ‘Mapping & Maps & Minis’ Category

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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Location, Location, Location! – the Roundup and Wrap-up (for now)

Everything needs somewhere to happen, and in terms of gaming, that’s what the September 2013 blog carnival was all about. When I launched the Carnival, I outlined several types of suggested articles. In logical sequence, and synopsized, they were: Choosing/Designing a location; Improvising a location; Describing a location; Representing a Location with battlemaps; Modifying locations […]

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Five More Wonders: Another assortment of Locations for a fantasy RPG

Last Thursday I delivered six locations for GMs to insert into their campaigns that celebrated the fantastic. You could argue that at least one Wonder Of The game-World should reflect what is unique about that particular campaign, and that by leaving a slot free, I achieved the mythical seven; but that presupposes that each of […]

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Six Wonders: A selected assortment of Wondrous Locations for a fantasy RPG

As a final dénouement of the articles on Wondrous Locations, I am offering a collection of wondrous places, all of which have been created just for this article (none are from my past campaigns). These aren’t quite as polished as I might have liked (I ran out of time), especially in terms of the descriptions […]

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Adjectivizing Descriptions: Hitting the target

How to describe wonders and monuments.

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Big Is Not Enough: Monuments and Places Of Wonder

Updated with an additional section in the comments Mention of Easter Island in a previous article has had me thinking about monuments and places of wonder, and what is needed to make them amazing. It’s a lesson that Australians in general don’t do very well at – hence “tourist attractions” like the “big prawn”, “big […]

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People, Places, and Narratives: Matching Locations to plot needs

In my first article for this month’s Blog Carnival, I asked the question ‘Location, Location, Location: How Do You Choose A Location?‘ and identified ten or eleven influences on the decision, and an approximate hierarchy within them, but was unable to offer even a guideline beyond those observations in answer to the question. Today, the […]

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Places to go and people to meet: The One Spot series from Moebius Adventures

For today’s entry into the Blog Carnival, I’m going to review a series of new products from Moebius Adventures – one free, and two at the low, low price of $1 (US) that collectively offer a trio of locations to drop into your campaigns. The candy bar of RPG Supplements Tiny PDF game supplements are […]

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52+ Miniature Miracles: Taking Battlemaps the extra mile

52+ techniques to vastly increase the scope of what you can depict on your battlemaps.

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Location, Location, Location – How Do You Choose A Location?

How do you choose a location? Where do events transpire? What considerations should you take into account, and what is the process and the chain of logic that gives the best answers most rapidly? These are questions that Blair and I will have to tackle repeatedly tomorrow, as I write this, because our next pulp […]

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