This month’s Blog Carnival is hosted by my buddy (and ex-partner here at Campaign Mastery) over at Roleplaying tips. The subject is Races and Species and everything that goes with these concepts. This is the first of two articles I have planned and written for the Carnival. How do you create an original alien species? […]
Archive for the ‘Fumanor/Seeds Of Empire (D&D 3.5)’ Category
I was catching up on a Documentary series recently aired on Australian TV over the weekend just passed, called “The Sixties”. Each episode attempts to encapsulate one aspect of the singular decade of my birth, whether it be the Civil Rights Movement, the War in Vietnam, or – in this case – the Space Race. […]
Politics is one of those inevitable conditions, like death and taxes, that every GM has to master to some extent because it will make its presence felt in every campaign. There’s always something more to say on the subject. In this article, I’m going to look at the basics of political relations between similarly-scaled entities; […]
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.
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…
This article is the result of a confluence of many different vectors, from reading a review in the current issue of KODT of the original “Paranoia” RPG to reading an article at E Pluribus Unum about Twitter mistakenly suspending an account as a purveyor of spam. Setting aside the questions of anti-spam techniques and technologies […]
Every minute spent writing more than you need is time wasted. Write to your target longevity to boost efficiency while avoiding the traps that lurk in the dark for the unwary writer.
This article grew out of discussions between Johnn and myself concerning the Q&A in issue #300 of Roleplaying Tips. Johnn happened to mention that he was currently running a campaign based on published modules, and I was interested in comparing the approaches to handling them to best effect in terms of the difference to a […]
James Seals asked in the comments to Places to go and people to meet: The One Spot series from Moebius Adventures (responding to my comments about magic shops), Mike, Can I ask – what do you do when your players want to sell magic weapons? In the past I have just allowed them to […]
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 […]
This entry is part 31 in the series Orcs & Elves I’ve got so much campaign prep to get done that if I don’t do it here, I’ll never get it done in time… A triple-sized serving of the Orcs and Elves series today, to make up for missing last week, and to wrap […]