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 […]
Archive for the ‘Superhero Games’ Category
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
Pulp Rules for Healing, and how & why Pathfinder & 3.x GMs should consider adapting them to their games.
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 […]
The Perils, pitfalls, and potential benefits of using an RPG to write a fantasy novel.
This article is the result of a confluence of many different vectors, from reading a review in the current issue of KODT of the original “Paranoia” RPG to reading an article at E Pluribus Unum about Twitter mistakenly suspending an account as a purveyor of spam. Setting aside the questions of anti-spam techniques and technologies […]
This entry is part 5 in the series Casual OpportunitiesAt long last, it’s finished! It’s taken a long time to complete the final article in this set, mostly because I had to keep setting it aside to work on something that would meet the immediate deadline, but here (at last) it is… Introduction to part […]