Archive for the ‘Mike’ Category

Shades Of Suspense Pt 2 – Fourteen Types of Cliffhanger Finishes

For those who came in late: Cliffhangers are a wonderful way to end a gaming session. Ending play at a moment of high drama leaves players anxious to get back to the gaming table, and makes a gaming session memorable. They serve as milestones within the adventure. In Part 1, I listed eight general tips […]

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Shades Of Suspense Pt 1 – Eight Tips for Cliffhanger Finishes

Cliffhangers are a wonderful way to end a gaming session because they end play at a moment of high drama that leaves the players anxious to get back to the gaming table, and that tend to be fairly memorable because of the drama. You can think of them as milestones within the adventure. The primary […]

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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.

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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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‘I Can Do That’ – Everyman Skills For Pulp

This entry is part 3 in the series House Rules from The Adventurer's Club

This entry is part 3 in the series House Rules from The Adventurer’s Club This is part 3 of a series presenting the various House Rules that have been introduced into the Pulp Campaign that I co-GM. Today I’m presenting everyman skill rules that were developed for the campaign, and long overdue, too. Although designed […]

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Stormy Weather – making unpleasant conditions player-palatable

Following the publication last week of the rules on Windchill and other weather-based environmental effects, I was asked a very profound question by Rob, one of several GMs that I associate with on Twitter: Any tips on the drama side, Mike? My players have always felt a bit meh about weather – deadly but dull […]

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A strong wind blows: Environmental effects for RPGs

This entry is part 2 in the series House Rules from The Adventurer's Club

This entry is part 2 in the series House Rules from The Adventurer’s Club This is part 2 of a series presenting the various House Rules that have been introduced into the Pulp Campaign that I co-GM. Today I’m presenting some cold, heat, wind-chill, and altitude tables that were developed for the campaign in preparation […]

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House Rules – For Pulp (and other RPGs)

This entry is part 1 in the series House Rules from The Adventurer's Club

This entry is part 1 in the series House Rules from The Adventurer’s Club This is the first of a four-part* series outlining the house rules that Blair Ramage and I have adopted over the years for the Adventurer’s Club campaign, a Pulp-genre campaign run using Pulp Hero, which is a Pulp-genre variation on the […]

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The Best Of 2011

This entry is part 3 in the series The Best

A list of the hand-picked best posts from Campaign Mastery that were published in 2011

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Who Are You? – An original character naming approach

I was half-listening to the commentary from the Tour De France a few moments ago (as I write the first draft of this opening paragraph), and I misheard something. No great surprise there, that happens all the time when you’re only half-listening. But what I thought I heard gave me a great idea for a […]

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Touchstones Of Unification Pt 3 – The Big Picture (Genre and Style)

This entry is part 3 in the series Touchstones Of Unification

This entry is part 3 in the series Touchstones Of Unification So we’ve looked at Themes, and we’ve looked at Concepts, and even touched on the relationship between the two. But now it’s time to address the elephant in the room – twin elephants in fact – Genre and Style, and how these modify that […]

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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 […]

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