Archive for the ‘PCs’ Category

Basics For Beginners (and the over-experienced) Pt I: Beginnings

This entry is part 1 in the series Basics For Beginners (and the over-experienced)

This entry is part 1 in the series Basics For Beginners (and the over-experienced)Introduction A little while back, I was asked by someone what advice I would have for someone’s first attempt at being a Gamesmaster. Now, that subject takes in an awful lot of ground, but when I sat down and thought about it, […]

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Cinematic Combat Part 3 – The Absence Of Mechanics

This entry is part 3 in the series Cinematic Combat

This entry is part 3 in the series Cinematic Combat Why should the pace of gameplay be held hostage by combat mechanics? Anything else we can take or leave – we can assume success on any skill roll and get straight to the results. But combat? No – not unless we hand victories to the […]

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Cinematic Combat Part 2 – Damage Mechanics

This entry is part 2 in the series Cinematic Combat

This entry is part 2 in the series Cinematic CombatWhile merging all the tactical and attack mechanics into a single die roll, as described in part one, can greatly speed combat, there’s no reason to stop there. The next part of the combat sequence involves doing damage and may also require recording any losses of […]

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Cinematic Combat Part 1 – Attack Mechanics

This entry is part 1 in the series Cinematic Combat

This entry is part 1 in the series Cinematic Combat On any number of occasions, I’ve referred to using a Cinematic combat style instead of the “full treatment”, but I’ve never gone into detail of how I go about that. I’ve explained why, but never how. (just in case, I’ll recap “why” as we go […]

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Plunging Into Game Physics Pt 4: Better Campaigns Through Physics

This entry is part 4 in the series Plunging into Game Physics

This entry is part 4 in the series Plunging into Game Physics A ‘Game Physics’ can shape plots, be revealed and extended by plots, but its greatest impact is usually more subtle and cumulative, and only experienced at a Campaign Level, where it can serve as a binding influence that ties disparate plots into a […]

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Plunging Into Game Physics Pt 3: Tales From The Ether

This entry is part 3 in the series Plunging into Game Physics

This entry is part 3 in the series Plunging into Game PhysicsIn this series, I’ve been looking into the subject of Game Physics. Part one examined what a ‘game physics’ is, and what one can be used for. Part two focused in on one particular application, the generation and validation of House Rules. In this […]

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Overprotective Tendencies: Handling Player Risk Aversion

It happens in virtually every campaign. The longer the game runs, the more overprotective of their characters the players become. They become more and more attached to the characters and more adverse to exposing them to serious risk. The GM, on the other hand, wants to continually raise the stakes and up the ante, in […]

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Status Interruptus: Types Of Pause

This entry is part 3 in the series Further thoughts on Pacing

This entry is part 3 in the series Further thoughts on PacingIn part one of this series, I demonstrated that a pause or interruption in play can be enormously beneficial, if used correctly. Last week’s article examined before-pause and after-pause content and found that these had to match in order to extract that benefit, and […]

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New Beginnings: Phase X: Beginning

This entry is part 11 in the series New Beginnings

This entry is part 11 in the series New BeginningsIt’s not easy making a completely fresh start. This series has examined the process of creating a new campaign in detail, and at last, the new campaign is ready for the curtain to lift and the show to begin – right? Right? This isn’t the first […]

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New Beginnings: Phase 9: Completion

This entry is part 10 in the series New Beginnings

This entry is part 10 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the process of creating a new campaign in detail, a process that is approaching its conclusion. Campaign Structure There isn’t much of a structural nature left undone, or so it must seem – and, […]

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Anatomy Of An Interruption – Endpoints

This entry is part 2 in the series Further thoughts on Pacing

This entry is part 2 in the series Further thoughts on Pacing Having established in part one of this series that a pause or interruption to play or to the primary plot being deployed within the game can be more than a necessary inconvenience, it can be a tool whose manipulation by a savvy GM […]

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New Beginnings: Phase 8: Enfleshing

This entry is part 9 in the series New Beginnings

This entry is part 9 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the systematic process of creating a new campaign in detail, from start to finish. The contents (updated with each post) can be found in “part zero” of the series. Bone, Cartilage, and Flesh: A […]

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