Archive for the ‘The Adventurer’s Club (Hero System 5th Ed)’ Category

Essential Reference Library for Pulp GMs (and others): 2nd Shelf

This entry is part 3 in the series The Essential Reference Library for Pulp GMs (and others)The Second Shelf: Villains & Famous Real People Heroes are nothing without villains, at least not in a Pulp environment (though it’s also true of most other forms of gaming). Each of them has to be distinctive and interesting […]

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Essential Reference Library for Pulp GMs (and others): 1st Shelf

This entry is part 2 in the series The Essential Reference Library for Pulp GMs (and others)The First Shelf: Heroes & PCs Heroes are at the heart of a Pulp campaign, as much if not more than any other genre (with the possible exception of Superheroes – but you could draw a continuous line running […]

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The Hollow Echo Part 1 – Adding Music To Your Game

Music can provide an iconic trigger that instantly transports the listener into an associated memory. Soundtracks and scores for Film and TV have long recognized this effect and played on it. You might not know it, but every major character in a movie or TV show has their own “theme”, a handful of notes, usually […]

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The Essential Reference Library for Pulp GMs (and others) Pt 0: The Front Desk

This entry is part 1 in the series The Essential Reference Library for Pulp GMs (and others) It started with a very simple idea. I had, some years previously, published a list of my top-twenty 3.x supplements (Part 1, Parts 2, 3 and 4, Part 5) – why not do the same thing for pulp […]

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The Other Side Of The Camera: Depth in RPGs

I was watching an episode of “Who Do You Think You Are?” (a show that has inspired other articles here at Campaign Mastery) in which a number of photographs featuring the grandmother of the central focus* of the episode were presented, with the observation that his grandfather appeared in none of them (* I watched […]

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The Yu-Gi-Oh Lesson: New Inspirations In Pacing and Style

I’ve been aware of the CCG, “Yu-Gi-Oh”, for some time. Collectible-card games are a staple of the games store to which the NSW Wargamers migrated when circumstances made the nearby venue we had been using for over a decade unavailable to us (shout-out to Good Games in Burwood – thanks for giving us a home […]

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What Is Magic? Six Answers

Magic features in a lot of different RPGs, but very few of them answer this simple, fundamental question – what is it, and how can it be used to achieve the many and various effects that are attributed to it within whatever game you happen to be playing? Work on the ATGMs question on spell […]

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Lightning Research: Maximum Answers in Minimum Time

One art that every GM should master is the knack of researching just enough information just as quickly as you can digest it. I sometimes call it the art of Lightning Research, and today I’m going to share a couple of tips for doing it successfully. These tips come in two parts – one for […]

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Cities Of Legend: Blueprints For Adventure

The Backstory: When my pulp co-GM and I started talking about this article, it had a very different shape. The original intention was to list the cities that we considered iconic settings for pulp adventure, and explain in each case why it had been selected to receive that accolade. As the article progressed, however, it […]

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Working The Other Side Of The Screen

Not too long back, an exchange on Twitter led me to the question – does continuing to play RPGs on a regular basis make you a better GM? I’m certainly in a position to judge, since I continue to run multiple campaigns and have, for most of the last year, been a player in a […]

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Basics For Beginners (and the over-experienced) Pt 8: Depth In Plotting

This entry is part 8 in the series Basics For Beginners (and the over-experienced)

This entry is part 8 in the series Basics For Beginners (and the over-experienced) I’ve been asked a number of times what advice I have for a beginning GM. This 15-part series is an attempt to answer that question, three articles at a time – while throwing in some tips and reminders of the basics […]

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Encampments and other In-Character Opportunities

When I was starting the original Fumanor (D&D 3.x) campaign, I tried to get the players to establish the sort of routines that would come naturally in real life. You see this sort of thing in Fantasy novels all the time and it’s a great way for personalities to manifest and a useful tool for […]

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