Posts Tagged ‘Adventure-Creation’

Gifts In Gaming: Overlooked Seasonal Plot Hooks

Still Twisting… Campaign Mastery is hosting this month’s Blog Carnival. The subject I’ve chosen is “With A Twist” and anything about Surprises, the Unexpected, Plot Twists, etc, is right on topic. I started with an article on the rules interpretation of Surprise, and followed that with a two-part article looking at types of Plot Twist […]

Leave a Comment

Let’s Twist Again – Eleven types of Plot Twist for RPGs pt 2

With A Twist Campaign Mastery is hosting this month’s Blog Carnival. The subject I’ve chosen is “With A Twist” and anything about Surprises, the Unexpected, Plot Twists, etc, is fair game. The Carnival started with an article on the rules interpretation of Surprise, and last week I posted the first part of this exploration of […]

Comments (1)

Ask The GMs: Buzz and Background

Excitement. Buzz. Anticipation. Enthusiasm. How best to create these for a new campaign? This question comes from BlueNinja, who wrote: “I have an idea for a campaign, that follows off the plot of a popular CRPG [Computer RPG -- Mike] (set a few centuries later, of course, so that the PCs don’t have to compete […]

Comments (1)

Pretzel Thinking – 11 types of Plot Twist for RPGs, Part 1

With A Twist So it’s Blog Carnival time again, and (as I explained last week) this time around, Campaign Mastery is hosting. The Subject is “With A Twist” which means anything about Surprises, the Unexpected, Plot Twists, etc, is fair game. I kicked the month off with an article on Surprise, and this time around […]

Comments (4)

Yesterday Once More: A pulp time-travel Campaign

I originally came up with this as an adventure outline for the Adventurer’s Club campaign, but it quickly became far too big and too complicated for that. Rather than throw it away, I have recast it as the outline of a standalone Pulp Campaign. The overall premise is The PCs time travel into the bodies […]

Leave a Comment

Super-heroics as an FRP Combat Planning Tool

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 […]

Comments (1)

There’s Something About Undead – Blog Carnival Oct 2014

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 […]

Comments (3)

Race To The Moon – a lesson in story structure

I was catching up on a Documentary series recently aired on Australian TV over the weekend just passed, called “The Sixties”. Each episode attempts to encapsulate one aspect of the singular decade of my birth, whether it be the Civil Rights Movement, the War in Vietnam, or – in this case – the Space Race. […]

Comments (1)

The Wandering Spotlight Part Two of Two: Shared Stories

My co-GM in the Adventurer’s Club campaign and I work very hard to maintain player engagement even when the spotlight is not on that player’s character (which only makes it all the more obvious and painful when we fail in attempts to do so). While there is little that I regard as especially novel about […]

Leave a Comment

The Wandering Spotlight Part One of Two: Plot Prologues

In the midst of all the angst on display in the last article, correspondent, friend, and involved party Ian M included this comment: …as GMs, Mike and Blair are very good at making sure even PCs that (by skillset, background or whatever) are more or less side-lined for a specific situation are still well-engaged. While […]

Comments (4)

An Experimental Failure – 10 lessons from a train-wreck Session

Tomorrow (as I write this), as usual on the final Friday of the month, I will be deep into prep for the next session of the Adventurer’s Club campaign. Unlike the usual situation, this won’t be final prep – we usually play that campaign on the first Saturday of the month. This article will look […]

Comments (4)

The Expert In Everything?

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 […]

Comments (1)