Archive for the ‘Fantasy Games’ Category

Super-heroics as an FRP Combat Planning Tool

When you’re designing a battle for an FRP adventure, how do you make it different from every such battle that you’ve had in the past? How do you make it more interesting than a mere dice-rolling exercise? It’s even more difficult than it sounds. I have a novel solution to offer to these problems, but […]

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There’s Something About Undead – Blog Carnival Oct 2014

Halloween, things that go bump in the night, and all things spooky, creepy, scary, or just plain haunted. This month’s Blog Carnival, hosted by Scot Newbury at of Dice and Dragons is devoted to the subject… and this is Campaign Mastery’s contribution. BWAH-HA-HA-HAAA… I’ve got a problem with Undead, and I think it’s one that […]

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Abandoned Islands – Iconic Adventure Settings

I love a great location, and one of my favorite settings is an abandoned island. There are lots of reasons for this. Here’s just a few: They contain great visual elements, even when described in narrative. Decay and Ruin can be used symbolically to represent almost any situation in a game. And there’s always overgrowth […]

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A Population Of Dinosaurs and the impact on RPG ecologies

How many types of dinosaurs were there? And how can a theoretical examination of the question be applied to RPG games? This is going to be one of the more unusual posts here at Campaign Mastery. For a start, it’s full of maths, and for another it’s about real science (at least at first). But […]

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Shades Of Suspense Pt 1 – Eight Tips for Cliffhanger Finishes

Cliffhangers are a wonderful way to end a gaming session because they end play at a moment of high drama that leaves the players anxious to get back to the gaming table, and that tend to be fairly memorable because of the drama. You can think of them as milestones within the adventure. The primary […]

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On the binding of Wounds – Everyday Healing For Pulp

This entry is part 4 in the series House Rules from The Adventurer's Club

Pulp Rules for Healing, and how & why Pathfinder & 3.x GMs should consider adapting them to their games.

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Who Are You? – An original character naming approach

I was half-listening to the commentary from the Tour De France a few moments ago (as I write the first draft of this opening paragraph), and I misheard something. No great surprise there, that happens all the time when you’re only half-listening. But what I thought I heard gave me a great idea for a […]

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Writing The Game: Using RPGs to Create Fiction

The Perils, pitfalls, and potential benefits of using an RPG to write a fantasy novel.

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One Spot 3 and the shift to Pre-Product Marketing

A review of One Spot No. 3 from Moebius Adventures and some musings on a consequence of the rise of crowdfunding.

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The Fields Of Magic

How does Magic (in general) work? I’m not talking about how the rules work, but how Magic works within the game world. Why raise the question now? I should probably pause for a moment to explain why I’m writing about this now – in the middle of a major series about Modern Priests. There are […]

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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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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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