Archive for the ‘Rules & Mechanics’ Category

Cinematic Combat Part 3 – The Absence Of Mechanics

This entry is part 3 in the series Cinematic Combat

This entry is part 3 in the series Cinematic Combat Why should the pace of gameplay be held hostage by combat mechanics? Anything else we can take or leave – we can assume success on any skill roll and get straight to the results. But combat? No – not unless we hand victories to the […]

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Cinematic Combat Part 1 – Attack Mechanics

This entry is part 1 in the series Cinematic Combat

This entry is part 1 in the series Cinematic Combat On any number of occasions, I’ve referred to using a Cinematic combat style instead of the “full treatment”, but I’ve never gone into detail of how I go about that. I’ve explained why, but never how. (just in case, I’ll recap “why” as we go […]

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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 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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Status Interruptus: Types Of Pause

This entry is part 3 in the series Further thoughts on Pacing

This entry is part 3 in the series Further thoughts on PacingIn part one of this series, I demonstrated that a pause or interruption in play can be enormously beneficial, if used correctly. Last week’s article examined before-pause and after-pause content and found that these had to match in order to extract that benefit, and […]

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New Beginnings: Phase 9: Completion

This entry is part 10 in the series New Beginnings

This entry is part 10 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, a process that is approaching its conclusion. Campaign Structure There isn’t much of a structural nature left undone, or so it must seem – and, […]

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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 2: Sourcing Parts

This entry is part 2 in the series Some Arcane Assembly Required

This entry is part 2 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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Ask The GMs: Some Arcane Assembly Required – Pt 1: The Sales Pitch

This entry is part 1 in the series Some Arcane Assembly Required

Material Components don’t have to be a dirty word. They can be a rich source of color, flavor, and adventure even while avoiding the excessive paperwork.

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Incredible Truth and Improbable Stories: Oratory in an RPG

I was reading reports concerning the credibility problem of Australia’s Prime Minister, Tony Abbott (at least, he was PM as this article was being written – I also read many reports of challengers circling for his position) (see update below), when a Vagrant Thought wandered through my head: “He was credible enough to be elected […]

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The Final Twist: Dec 2014 Blog Carnival Roundup

So the month is over, ending with the Bang of New Year’s Fireworks, and the Blog Carnival has migrated to the care and attention Nils over at Enderra – best of luck, Nils! Every time you propose a topic for one of these, you have to worry that it will not inspire others; that it […]

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