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 […]
Archive for the ‘World Design’ Category
In January, I wrote an article called The Hierarchy Of Deceit: How and when to lie to your players. There’s one type of deception that was poorly covered in the original article, though it was hinted at in the subsequent article on deceptions that are meant to be penetrated, I See It But I Don’t […]
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 […]
Politics is one of those inevitable conditions, like death and taxes, that every GM has to master to some extent because it will make its presence felt in every campaign. There’s always something more to say on the subject. In this article, I’m going to look at the basics of political relations between similarly-scaled entities; […]
This entry is part 3 in the series Touchstones Of Unification So we’ve looked at Themes, and we’ve looked at Concepts, and even touched on the relationship between the two. But now it’s time to address the elephant in the room – twin elephants in fact – Genre and Style, and how these modify that […]
Part 2 of the article trilogy looks at concepts within an RPG, how they relate to the campaign themes, and throws in some free game content as a bonus.
This entry is part 1 in the series Touchstones Of UnificationI was watching an interview with Jim Keays from 1975 the other day, discussing what was then his latest album. He was explaining that he had started with three or four songs that all had similar subject matter, and realized that he could build the […]
I love a good domino theory, but they aren’t easy to do, never mind to do them well. This article holds the secrets to creating and implementing a string of dominoes that will keep players coming back for more.
Warning PG-13 content It’s been suggested that I should advise readers that some of the discussion that follows touches on topics of a mature nature and may not be suitable for thos under the age of 13. Children should consult their parents before reading this article. Personally, I think most children these days are well […]
Officially, the Blog Carnival for September finished on Monday, and the October Blog Carnival has already started at first-time host of Dice and Dragons on the Halloween-inspired subject of “Spooky Spots” (best of luck with it, Scot!) – but I had one more article that I wanted to sneak under the wire. My last two […]
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 […]
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 […]