Part 2 of the article trilogy looks at concepts within an RPG, how they relate to the campaign themes, and throws in some free game content as a bonus.
Archive for the ‘Mike’ Category
The Perils, pitfalls, and potential benefits of using an RPG to write a fantasy novel.
This entry is part 1 in the series Touchstones Of UnificationI was watching an interview with Jim Keays from 1975 the other day, discussing what was then his latest album. He was explaining that he had started with three or four songs that all had similar subject matter, and realized that he could build the […]
A review of One Spot No. 3 from Moebius Adventures and some musings on a consequence of the rise of crowdfunding.
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 […]
How much character do you need? Or, to phrase it another way, how much character construction do you have to undertake in advance when creating an NPC? You could simply have a random character generator throw up something to avoid any character construction, but the results never seem to mesh properly with the situation in […]
The best articles published at Campaign Mastery during 2010.
It’s not easy being a GM. Not only do you have to create dozens or hundreds of characters for every one PC, but you have to create adventures and encounters that bring those characters to life in an entertaining way for the benefit of the players – all while refereeing a complex simulation of a […]
How do you GM when you have more players than you can handle?
This is not the post that I expected to write today (an ATGMs article), nor is it the backup idea (about getting into character) that I expected to use next week but was ready to bring forward – look for those next week. A confluence of completely independent events has sent my thoughts surging down […]
I love a good domino theory, but they aren’t easy to do, never mind to do them well. This article holds the secrets to creating and implementing a string of dominoes that will keep players coming back for more.
Back in “Exceeding the Extraordinary: The Meaning Of Feats” (April 2012), I promised that a future article would discuss the approvals process for feats, prestige classes, etc, in my 3.x Fantasy campaigns…