This entry is part 3 in the series Problem-Solving This is the third, final, and largest part of this series, which examines the lessons in problem-solving that I learned through training as a fire warden and as a systems analyst back in the early 90s, as applied to an RPG context. The goal is offer […]
Posts Tagged ‘Behind-The-Screen’
The second of three articles looking at lessons learned in the art of problem solving focuses on Prioritization, which is an essential skill for long-term success. Knowing which problem to tackle first can make the difference between achievement and disaster. The article considers a theoretical analysis and then uses it to offer two practical approaches to the problem.
This entry is part 1 in the series Problem-Solving In 1990 I was trained as a Safety Warden / OHAS representative for my then-employer. At the time, I was employed as a Computer Programmer and acting as a Systems Analyst for the commercial software systems for which my former department were responsible. Both aspects of […]
The second of 9 parts in the series looks at STR checks and how they relate to the other core stats that are common to most game systems – with some surprises along the way.
This nine-part series looks at opposed stat checks and what they can represent. Part 8 will create a new characterization tool, The Stat Matrix, based on the interactions described, and show how to use it to turn stats into characters, and Part 9 will warp up the series by turning that process on its head and demonstrate a way to use the Stat Matrix to turn a personality into a set of stats for a character.
James Seals asked in the comments to Places to go and people to meet: The One Spot series from Moebius Adventures (responding to my comments about magic shops), Mike, Can I ask – what do you do when your players want to sell magic weapons? In the past I have just allowed them to […]
Preamble This Month’s Blog Carnival was proposed more or less as follows: People love it when player characters do great heroic deeds and win fame and fortune in a campaign. But how about when things horribly wrong go… and it’s all the fault of some foolhardy decision by some Player Character? Those can be either […]
I have a list of the topics that I intend to cover here at Campaign Mastery that I simply add to whenever I have an article idea. Sometimes when I look at the list, though, I don’t feel sufficiently inspired to write about any of them – then what should I do? I have a […]
If you’ve followed the advice that I proffered in the first part of this article, your proposed sequel campaign is now brimming with ideas but they are scattered and incomplete. Some of these campaign seeds will flower and bloom, others will wither and lie dormant and unused. They are not yet part of a campaign. […]
For some time now, I’ve been aware of a subtle difference between the advice being dispensed here at Campaign Mastery and what really happened in the games that I run. At first, I wasn’t entirely sure that my perception was accurate; I couldn’t put my finger on exactly what the differences were, indicating that it […]
I’ve always been fascinated by the relationship between intelligence and instinct as expressed by different game systems. Most systems have an INT or IQ score of some kind, but the handling of the other side of the equation varies considerably. D&D and Pathfinder have a WISdom score, the Hero System has an EGO score, my […]
This entry is part 5 in the series A Good Name Is Hard To Find So, here it is: a day late, thanks to the Easter long weekend, but better late than never! Normal Service will be restored next week… in the meantime, enjoy. We’re still working our way through what was originally intended to […]