Archive for the ‘Players’ Category

Swell And Lull – Emotional Pacing in RPGs Part 1

Swing Swing Dodge Swing Scurry Duck Scurry Scurry Dodge Kick Swing Leap Swing Parry Swing Duck Swing Scurry Dodge Swing… …it gets a bit dull and repetitive after a while, doesn’t it? Every adventure, every combat, heck, every campaign needs to have its highs and its lows, its frantic periods and its lulls of inactivity. […]

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Casual Opportunities For Priests: The Differential Encounters

This entry is part 5 in the series Casual Opportunities

This entry is part 5 in the series Casual OpportunitiesAt long last, it’s finished! It’s taken a long time to complete the final article in this set, mostly because I had to keep setting it aside to work on something that would meet the immediate deadline, but here (at last) it is… Introduction to part […]

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The Envelope Is Ticking: Insanity In RPGs

“Your shoelace is untied.” By the end of this article, you’ll understand the significance and meaning of that phrase. Mentioning Call Of Cthulhu in Monday’s article reminded me of a discussion that I once had with Dennis Ashelford, still probably the best CoC GM that I’ve ever seen in operation, about how best to convey […]

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Casual Opportunities For Priests: The Common Encounters

This entry is part 4 in the series Casual Opportunities

This entry is part 4 in the series Casual Opportunities So far, I’ve looked at what all Modern Priest PCs have in common, and what made one Priest different to another, This third part, and the fourth to follow, are all about casual encounters to highlight these character features… Introduction to part 3 At first […]

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Casual Opportunities For Priests: Divergences and Differences

This entry is part 3 in the series Casual Opportunities

This entry is part 3 in the series Casual Opportunities The first part of this sub-series analyzed the basic character of the modern priest archetype, identified elements that representatives of that archetype all have in common, and along the way considered how to employ casual encounters to enhance and reveal the character’s basic role in […]

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Casual Opportunities For Priests: Analysis and Commonalities

This entry is part 2 in the series Casual Opportunities

This entry is part 2 in the series Casual Opportunities About the Casual Opportunities series: This series seeks to offer opportunities for PCs to reflect their primary role within a campaign. Opportunities for heroes to be heroes, for villains to be villains, for geeks to be geeks. It’s easy to become so focused on the […]

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The Application Of Time and Motion to RPG Game Mechanics

How do you tell a good House Rule from a Bad? I know, I promised something short. As long-time readers will know, I don’t do “short” very well… “Time and motion studies” used to be the favorite tool of “efficiency” experts who optimized a process for speed. They quickly became the butts of a lot […]

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Ask The GMs: The Passage Of Substantial Time

Last time around, James Senecal posed a double-question. Because it was the easier of the two, and I was flying solo, I chose the easier question for ATGMs #27. But now it’s time to bite the bullet… How can you have substantial time pass within a campaign? “If death is to have a consequence, if […]

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The Soundbite Of Tomorrow is 140 Characters Long

Something of a change of pace, today. This article was drafted for Campaign Mastery, but didn’t quite fit; was then revised to make it suitable for a blog about Social Media, where it was rejected at the eleventh hour (no hard feelings, it wasn’t quite “on message” for that site, either); and has now been […]

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Ask The GMs: Fresh Meat In A Hurry

Ian Gray contributed to this article. Anniversaries have a way of reminding you of the promises on which you have yet to deliver, and so does the start of a New Year. “Ask The GMs” is one of the cornerstones of what got Campaign Mastery to it’s 5th anniversary. It’s now 2014 and for two […]

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The Scariest Villain

Something got me thinking the other day about the villains trilogy that I wrote last year – Part 1 – The Mastermind, Part 2 – The Combat Monster, and Part 3 – the Character Villain and about something that wasn’t included. What makes the scariest villain? Beginning at the Beginning: What is Fear? Wikipedia has […]

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Fire Fighting, Systems Analysis, and RPG Problem Solving Part 3 of 3: Complexity and Nuance

This entry is part 3 in the series Problem-Solving

This entry is part 3 in the series Problem-Solving This is the third, final, and largest part of this series, which examines the lessons in problem-solving that I learned through training as a fire warden and as a systems analyst back in the early 90s, as applied to an RPG context. The goal is offer […]

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