Posts Tagged ‘Adventure-Prep’

The Brute Force Inspiration Solution

I’m trying a new layout approach in this article. It sacrifices some screen real estate for indented subsections. Do readers like it? Let me know what you think of it! A lot of the advice here at Campaign Mastery sometimes gives the impression that there’s a shortcut to solving every problem, because offering alternative perspectives […]

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Why Are Stories So Important In Video Games? A lesson for RPG Campaigns

Modern video games are becoming more dynamic when looking at console capabilities, online functions and graphics. The diversity in game types is also increasing. It is never enough these days to have wonderful graphics; so many games with outstanding graphics end up failing, as they lack the story element. When we look at the very […]

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Basics For Beginners (and the over-experienced) Part 10: Rhythms

This entry is part 10 in the series Basics For Beginners (and the over-experienced)

This entry is part 10 in the series Basics For Beginners (and the over-experienced)(I’m sure some have been wondering when it would resume – Part 9 was published in September 2016, after all…) I’ve been asked a number of times what advice I have for a beginning GM. This 15-part series is an attempt to […]

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The Pentagon Of Encounter Design

There are five attributes to any encounter that define it, and any one of them can be the foundation of that encounter. In the old days of D&D, it used to be that there was relatively limited flexibility. You chose an encounter based on one of these five criteria and everything else was more-or-less dictated […]

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A radical concept: The GM Task Experience Table

On twitter the other day, one of my regular contacts (Rising Stars Press) posted a meme that read something along the lines of “All right folks, give yourselves 500 xp for surviving 2016” and an image of Gary Jackson. And, as sometimes happens, one stray thought had a whirlwind romance with another, and before you […]

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Risk Assessment For GMs

This article was started way back when I was submitting articles to Roleplaying Tips, in fact, more than ten years ago, but it was never finished – until now. So “recently” means “relative to 2006″… I recently read a book describing the calamities that befell Lloyds of London in the early 80s and 90s and […]

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Essential Reference Library for Pulp GMs (and others): 10th Shelf

This entry is part 11 in the series The Essential Reference Library for Pulp GMs (and others)The Tenth Shelf: Beliefs I (Religions, Nazi Occultism, & Cthulhu) – Introduction by Mike It’s always difficult when you need to take something that was supposed to be whole and split it in two, usually for reasons of practicality. […]

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Essential Reference Library for Pulp GMs (and others): 9th Shelf

This entry is part 10 in the series The Essential Reference Library for Pulp GMs (and others) The Ninth Shelf: Life In The Pulp Era II – Non-Civilian Life [Crime, Policing, and Militaria] – Introduction by Mike It sometimes seems that the term “delicate balancing act’ is over-used, but when it comes to Pulp it […]

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Ask The GMs – Up Hill and Down Dale: RPG Travel Laid Bare

Once again I’m daring to tackle a topic without the counsel of my friends and fellow GMs, largely because I had a clear answer in mind. Today’s question comes courtesy of Jason B, who asked, “Hey, I was about to start up a campaign that would ultimately take characters to all ends of the world. […]

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Blog Carnival November 2016: Ordinary Life in an RPG

This is an article in two halves, but the two should segue together seamlessly. The first is partially a rebuttal, partially a sequel, and partially a reply, to Clark Timmins’ thought-provoking submission to the Carnival, The Real Life of Heroes. The second half looks at how the ordinary lives of the PCs are depicted in […]

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Blog Carnival November 2016: Ordinary Lives In Paranormal Space and Time

This is the fourth of five articles scheduled to be part of the November 2016 Blog Carnival, which Campaign Mastery is hosting. The carnival subject is “ordinary life” – in this case, how I create and manage subplots based on the ordinary lives of the PCs in my Zenith-3 campaign, how they connect seamlessly to […]

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Essential Reference Library for Pulp GMs (and others): 6th Shelf

This entry is part 7 in the series The Essential Reference Library for Pulp GMs (and others)The Sixth Shelf: Hardware I: Weapons, Things, and Science – Introduction by Mike Pulp technology and science is a very strange animal. It can encompass everything from steampunk to space opera, Monoplanes to UFOs, and yet it remains grounded […]

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