Archive for the ‘PCs’ Category

Blog Carnival November 2016: The Ordinary Life of a Fantasy PC

This is an article in two parts – the first dealing with character backstories during character generation, and the second dealing with them during play. It is also the second of five articles scheduled to be part of the November 2016 Blog Carnival, which Campaign Mastery is hosting. The carnival subject is “ordinary life” – […]

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Stalking Fear: The Creepy in Non-creepy genres

This is being written on October 31, which is one of those Iconic dates in North America and catching on (thanks to the marketing muscle of various supermarkets and retailers, who are always looking for an angle that will persuade you to buy something extra) through large parts of the rest of the world. This […]

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Blog Carnival Anchor – Ordinary Life (Nov 2016) plus, How Long Should Potions Last?

In addition to everything else I have going on here at Campaign Mastery, next month we are scheduled to host the Blog Carnival. The current carnival over at of Dice and Dragons is all about potions, and – despite having covered that subject in depth in the first part of the Spell Storage Solutions series […]

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Periodic Goodie Roundup October 2016

Every now and then I try to squeeze in reviews of Kickstarters and other new products that have caught my eye. I don’t have the time to do as many of these as I would like, but every now and then the stars collide in just the right way. Today I have six products and […]

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Essential Reference Library for Pulp GMs (and others): 3rd Shelf

This entry is part 4 in the series The Essential Reference Library for Pulp GMs (and others) The Third Shelf: More-Ordinary Places We struggled a little in trying to find a good summary for this shelf’s contents, the first of two dealing with locations and geography. Locations are important to any RPG – that’s why […]

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ATGMs42: The Hollow Echo Part 2 – Musical Traps

This is (still) the fifth of these Ask-The-GMs that I’m tackling without recourse to my usual allies and fellow-GMs. Traps and puzzles are always a tricky problem for the GM. All too often they focus attention on one particular character and leave the rest sitting around doing nothing, possibly for what feels like an extraordinary […]

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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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The Ultimate Weapon: Spell Storage Solutions Pt 5

This entry is part 6 in the series Spell Storage Solutions

This entry is part 6 in the series Spell Storage Solutions This is the (almost-) final part of a very intermittent series that examines alternatives and possible implications to the standard spell storage solutions built into D&D, Pathfinder, and, in fact, most fantasy games. Today, We look at Relics and Artifacts. Artifacts are some of […]

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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 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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Basics For Beginners (and the over-experienced) Part 9: Rewards With Intent

This entry is part 9 in the series Basics For Beginners (and the over-experienced)

This entry is part 9 in the series Basics For Beginners (and the over-experienced)This 15-part series is an attempt to answer the question, “what advice do you have for a beginning GM?”, three articles at a time – while throwing in tips and reminders of the basics for more experienced GMs. This is the last […]

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The Final Advantage

While playing Edge Of The Empire last week, a topic of conversation briefly arose: should advantage mechanics grow more extreme in effect in the big finish to an adventure or campaign? Musing on Advantage Mechanics Advantage mechanics of various forms have become a popular game mechanic in recent years. You have something of the general […]

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