Archive for the ‘Fantasy Games’ Category

A Helping Handout

Hungry, over at Ravenous Roleplaying, is a long-time supporter of Campaign Mastery through his regular “Friday Faves” column, in which he collects links to the articles that have most inspired or interested him from the past week. When he has time, he accompanies those links with some comments; these are always interesting, and sometimes genuinely […]

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Plunging Into Game Physics Pt 4: Better Campaigns Through Physics

This entry is part 4 in the series Plunging into Game Physics

This entry is part 4 in the series Plunging into Game Physics A ‘Game Physics’ can shape plots, be revealed and extended by plots, but its greatest impact is usually more subtle and cumulative, and only experienced at a Campaign Level, where it can serve as a binding influence that ties disparate plots into a […]

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Plunging Into Game Physics Pt 3: Tales From The Ether

This entry is part 3 in the series Plunging into Game Physics

This entry is part 3 in the series Plunging into Game PhysicsIn this series, I’ve been looking into the subject of Game Physics. Part one examined what a ‘game physics’ is, and what one can be used for. Part two focused in on one particular application, the generation and validation of House Rules. In this […]

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A Vague Beginning

Having just finished the “New Beginnings” series only a few weeks ago, I had no intention of publishing another article on the subject of campaign design for quite a while. Plans changed… An Endless Vista All campaigns start on a blank sheet of paper, which presents an endless vista of possibilities. This is not all […]

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Plunging Into Game Physics Pt 2: Strange Mechanics

This entry is part 2 in the series Plunging into Game Physics

This entry is part 2 in the series Plunging into Game Physics As you can see from the title, this is part 2 of a series looking at the underlying principles and applications of Game Physics. The first part looked at exactly what the term meant, and found that it needed quite a lot of […]

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Plunging Into Game Physics Pt 1 – What Is a ‘Game Physics’?

This entry is part 1 in the series Plunging into Game Physics

This entry is part 1 in the series Plunging into Game Physics“Game Physics” is a term that not enough GMs take the time to think about in depth. Physics is about isolating a single variable and measurable quantity, then altering that variable while observing the measurable quantity to shed light on the relationship between the […]

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New Beginnings: Phase 7: Skeleton

This entry is part 8 in the series New Beginnings

This entry is part 8 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. So far, we have a campaign plan and a development plan for the game world along with a schedule for that development. We’re now dotting […]

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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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A Serpentine Slithering To Adventure

Today I get to do something I haven’t done for a while, and that’s review an adventure — in this case, The Snake’s Heart from Wild Games Adventures in collaboration with Moebius Adventures. First, though, a caveat or two (which I also pointed out to the co-author, Fitz, when he offered me a review copy) […]

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New Beginnings: Phase 6: Mindset & Underpinnings

This entry is part 7 in the series New Beginnings

This entry is part 7 in the series New BeginningsIt’s not easy making a completely fresh start. This series examines in detail the process of creating a new campaign. What more do you need? You’ve got the basic plot, you’ve got the basic world, you have these organized so as to spread the developmental workload […]

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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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