Archive for the ‘Fantasy Games’ Category

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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Trivial Pursuits: Sources of oddball ideas

I buy cheap books of trivia all the time. The quality of them as reading material varies from excellent to abysmal, but they can be an excellent source of ideas. Did You Know… The spruce trees in the forest of the Canadian Lakes district is so densely populated that winter snow stays on top of […]

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Five More Wonders: Another assortment of Locations for a fantasy RPG

Last Thursday I delivered six locations for GMs to insert into their campaigns that celebrated the fantastic. You could argue that at least one Wonder Of The game-World should reflect what is unique about that particular campaign, and that by leaving a slot free, I achieved the mythical seven; but that presupposes that each of […]

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Six Wonders: A selected assortment of Wondrous Locations for a fantasy RPG

As a final dénouement of the articles on Wondrous Locations, I am offering a collection of wondrous places, all of which have been created just for this article (none are from my past campaigns). These aren’t quite as polished as I might have liked (I ran out of time), especially in terms of the descriptions […]

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Adjectivizing Descriptions: Hitting the target

How to describe wonders and monuments.

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People, Places, and Narratives: Matching Locations to plot needs

In my first article for this month’s Blog Carnival, I asked the question ‘Location, Location, Location: How Do You Choose A Location?‘ and identified ten or eleven influences on the decision, and an approximate hierarchy within them, but was unable to offer even a guideline beyond those observations in answer to the question. Today, the […]

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52+ Miniature Miracles: Taking Battlemaps the extra mile

52+ techniques to vastly increase the scope of what you can depict on your battlemaps.

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Location, Location, Location: Nyngan

Nyngan (pronounced Ning-gan) is the small town in central New South Wales where I grew up, so I know it well – at least as it used to be. It’s so remote that I haven’t been back there for years. In the following passages, I hope to bring it to life for my readers, then […]

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Location, Location, Location – How Do You Choose A Location?

How do you choose a location? Where do events transpire? What considerations should you take into account, and what is the process and the chain of logic that gives the best answers most rapidly? These are questions that Blair and I will have to tackle repeatedly tomorrow, as I write this, because our next pulp […]

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

This entry is part 1 in the series Putting The SF Into Sci-Fi

This entry is part 1 in the series Putting The SF Into Sci-Fi 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 […]

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On The Origins Of Orcs, Chapters 1-4

This entry is part 6 in the series Orcs & Elves

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 […]

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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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