Archive for the ‘RPGs & Systems – Non-D&D Systems by genre’ Category

Creating The World Of Tomorrow: Putting the SF into Sci-Fi Pt 2

In part one, I looked at techniques for extrapolating from the world of today into a future world where technology has changed. These techniques have served me well in both fiction writing and developing sci-fi oriented game settings. In this second part, I will be examining some core technologies that everyone engaged in anything sci-fi [...]

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Creating The World Of Tomorrow: Putting the SF into Sci-Fi games pt 1

When you get right down to it, there are only three sources you can use when creating the world of tomorrow in a game: Copy something you’ve seen elsewhere, filing off serial numbers as necessary; Get it from the game setting; or Create it yourself. The Problems: All three of these solutions have their place [...]

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A Hint Of Tomorrow: The Future Evolution Of Homo Sapiens

Last night, I caught up with a documentary that I’ve been waiting to view (lack of time) since early February. The subject, and title, of the documentary was the question, ‘Are We Still Evolving?’. And, as with many subjects that I digest, it sparked a number of thoughts, all of which are relevant to the [...]

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The Dark Secrets of Hacking Interface Zero 2.0

A Guest Article by Dave Viars, line developer for Interface Zero These week I’m interrupting the Orcs & Elves series to give readers wgho aren’t into it a break, and to bring you a guest article advance sneak-peek at a new Game Setting that’s on the way, in a genre that hasn’t yet received a [...]

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On The Origins Of Orcs, Chapters 1-4

This entry is part 6 in the series Orcs & Elves

I’ve got so much campaign prep to get done that if I don’t do it here, in public, I’ll either never get it done in time… But First, One more piece of context: In preparing this article, and the series as a whole, it’s suddenly occurred to me that I’ve never explained just why this [...]

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The poetry of meaning: 16 words to synopsize a national identity

There are certain words whose literal translation can be considered telling when defining the mindset of a nation or culture. Most of these are identified after the fact, when a scholar matches a literal translation with a key insight into the profile of a particular group, but for roleplaying purposes we can define and redefine as necessary to employ selected terms as key indicators and giveaways to the psychology of a group or race.

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Shades of Sky Blue: Variations on U.N.T.I.L.

A book on the structures and natures of different governments within our world got me to thinking anew about perhaps the most seminal creation within the background of the Hero System – U.N.T.I.L. Specifically, thinking about who the organization is; how they fit into the policies, principles and charter of the United Nations; what’s wrong [...]

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The Longex Dextora (The Hinterlands)

This entry is part 7 in the series On Alien Languages

Having given Campaign Mastery’s readers (and myself) a break from the series, today’s article contains another Kingdom write-up from my Shards Of Divinity Campaign, once again in more detail than even the players have seen it before… Metagame Origins A ‘Hinterland’ is technically a region behind a coast or rivers, i.e. separated from the main [...]

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The Color Of Pulp

Earlier this week I received an email from Richard Hetley, a writer & game designer from Megara Entertainment. Magara have a new kickstarter-funded project, and Richard was inviting me to write an article about that project. I’ve received a number of such invitations in the past, and turned them down (politely and with words of [...]

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Patterns Of Unpredictability: Superheroics and the Stock Market

A long time ago, when I had an idle six months or so, I came up with a theoretical model for chaotic systems from a roleplaying point of view. I was looking for a way to simulate the behaviour of the stock market in the Champions Universe. The result was 31 pages of 6-point type [...]

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