Archive for the ‘Rewards’ Category

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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Taking advantage of the sensory heirarchy

As humans, we rely on our senses to connect us to the world around us. There is a hierarchy amongst those senses that GMs can take advantage of, the better to communicate with our players. The Associated Senses At the bottom end of the senses are the associated senses – the sense of balance, and […]

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Stride The Earth in 7-league boots: Travel (and Maps) in FRPG Pt 2

I’m taking a scheduled break from the New Beginnings series before the big push to conclude it. It will be back next week, all going according to plan. This article is a sequel of sorts to one I published a few weeks ago, The Gradated Diminishing Of Reality – Travel in FRPG. I recommend that […]

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Ask The GMs: Some Arcane Assembly Required – Pt 4: Cut At The Dotted Line

This entry is part 4 in the series Some Arcane Assembly Required

This entry is part 4 in the series Some Arcane Assembly Required I’m in the process of answering a question from GM Roy, who wrote: “I need some inspiration to create cool names for spell components. I have 5 [scales of rarity = Mike]: Common (flesh, breath, water, dust) Uncommon (earth from a cemetery, humanoid […]

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Ask The GMs: Some Arcane Assembly Required – Pt 3: Tab A into Slot B

This entry is part 3 in the series Some Arcane Assembly Required

This entry is part 3 in the series Some Arcane Assembly Required This question comes from GM Roy, who wrote: “I need some inspiration to create cool names for spell components. I have 5 [scales of rarity = Mike]: Common (flesh, breath, water, dust) Uncommon (earth from a cemetery, humanoid blood) Rare (head of a […]

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Ask The GMs: Some Arcane Assembly Required – Pt 2: Sourcing Parts

This entry is part 2 in the series Some Arcane Assembly Required

This entry is part 2 in the series Some Arcane Assembly Required This question comes from GM Roy, who wrote: “I need some inspiration to create cool names for spell components. I have 5 [scales of rarity = Mike]: Common (flesh, breath, water, dust) Uncommon (earth from a cemetery, humanoid blood) Rare (head of a […]

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Ask The GMs: Some Arcane Assembly Required – Pt 1: The Sales Pitch

This entry is part 1 in the series Some Arcane Assembly Required

Material Components don’t have to be a dirty word. They can be a rich source of color, flavor, and adventure even while avoiding the excessive paperwork.

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Touchstones Of Unification Pt 1 – Themes

This entry is part 1 in the series Touchstones Of Unification

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 […]

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Ask The GMs: My table runneth over (too many players)

How do you GM when you have more players than you can handle?

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The Bargain Arcane: Selling Magic Items

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 […]

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Creating ecology-based random encounters: The Philosophy of meanderings

This entry is part 1 in the series Creating ecology-based random encounters

How to overcome the problems with random encounters

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May the camels of 1,000 fleas – wait, that’s not right: Improving Curses in 3.x

One of the most under-developed game mechanics in D&D is the Curse. This has so many problems its hard to know where to begin, but I’ll give it a shot: Only clerics can curse because its a clerical spell. They hold no fear for anyone because they are so easily lifted. The suggested effects don’t […]

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