Archive for the ‘Mike’ Category

The Characterisation Puzzle: The Inversion Principle

This entry is part 3 in the series The Characterisation Puzzle

The second technique of character development that I call apon when stumped for ideas is something that I call The Inversion Principle. Some parts of this I had worked out many years ago, but it was when I read an interview with John deLancie (”Q” in Star Trek The Next Generation) that the final pieces [...]

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Ask The GMs: Penetrating the veil of mystery

Why are mysteries so hard?

Campaign Mastery was asked,
I’m making a Hero System 5.5 campaign for some of my friends. I wanted to do a non-power game that was mystery based. First session went off fine, and I had some good hooks and an o.k. story. Now I find myself looking to plan another session and [...]

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The Characterisation Puzzle: The Thumbnail Method

This entry is part 2 in the series The Characterisation Puzzle

This is technique number 1 for getting inside your character’s heads. It’s something I was taught in a Graphic Design course that I completed back in 1992 – so here we are 18 years later, and it’s still fresh in memory. That speaks volumes of its usefulness!
Step 1: Prep
Get a couple of pencils and a [...]

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Ask The GMs: Essential Game Master Skills

What are the essential skills of a GM?

Loz is a frequent contributor to the comments here at CM. So when he submitted a question to Ask The GMs, we were inclined to pay close attention. Here’s what he had to say.
“Here’s a deceptively simple question: What are the essential Game Master skills? (Full disclosure: I [...]

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The Characterisation Puzzle: When personalities are hard to find

This entry is part 1 in the series The Characterisation Puzzle

Developing a characterisation is like a jigsaw puzzle. You solve the bit around the edges first – the most obvious characteristics – and then try and fill in the middle a bit at a time until the whole picture presents itself.
There is usually one critical “piece” of the puzzle, which – when ’solved’ – connects [...]

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The Frozen Lands: A Science-Fiction Campaign Premise

I often come up with ideas for new campaigns. Some of these are rubbish and discarded almost immediatly; some get saved, stored up for when I might need them; but most often they just get thrown away because I have no hope of ever using the idea. One such concept came to me recently, and [...]

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Scenario Sequencing: Structuring Campaign Flow

In a previous blog, I’ve written about my Superhero campaign currently facing a big finish (A Grand Conclusion: thinking about a big finish). This post will be a sequel of sorts, because any big finish naturally invites the question, “what’s next?”
In this case, “next” is a sequel campaign. Many of the preceeding characters will make [...]

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Ask The GMs: Systematic Systems Choice

How do you choose the right game system?

The Ask the GMs questions here at CM never seem to stop, which is great, because they never fail to inspire new discussion topics. This one’s been sitting on the backburner for a while because we had so many already cued up, so we’re pleased to finally have [...]

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Relatively Uncertain: Taking Control of Game Physics

Every campaign needs a game physics, whether the GM knows it or not. And, in fact, they all have one, whether it’s specified or not, and whether the GM knows that or not, as well.
Boy, that was a short article! Now that we’ve established both need and solution, can we move on to another topic, [...]

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Vocabulary Hijinx: Using random word pairings for inspiration

We all have problems with our imaginations freezing up on us every now and again. While there are a number of things that you can do to kick-start your creativity when this happens, I have always found that it’s a good idea to have a stockpile of ideas that can be developed as needed for [...]

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