Posts Tagged ‘Campaign-Admin’

We All Have Our Roles To Play: Personality Archetypes, Part 2

This entry is part 2 in the series We All Have Our Roles

The Premise Everything that I’ve ever read on the subject has defined archetypes for RPGs either in terms of the psychology of the character or the abilities of the character, and there’s nothing wrong with that. But there are other classifications that are possible, and these yield a different perspective that can be invaluable. This [...]

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This Survey For New Players Ensures A Good Fit

Roleplaying Tips reader Zerfinity sent me a campaign survey he used to build his new group. A friend once told me the best finishes have great starts. So it is with great campaigns, and one key is getting a group of like-minded, enthusiastic people around you each game night. Zerfinity’s survey offers a great tool [...]

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We All Have Our Roles To Play: A Functional Perspective on Personality Archetypes, Part 1

This entry is part 1 in the series We All Have Our Roles

Everything that I’ve ever read on the subject has defined archetypes for RPGs either in terms of the psychology of the character or the abilities of the character. Filling out a team roster is often a case of players selecting from a chinese menu – “let’s see, we need a fighter, a mage, a rogue, [...]

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Eureka! – Some inspiring notions

There is a cooking show in Australia (it actually started in the UK, and a US version was recently announced) called Masterchef Australia. The goal of the series is to identify and winnow through the best amatuer cooks in the country until they are left with the one best cook of the bunch, who gets [...]

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Like Sand through the Klein Bottle: Time Travel in RPGs, Part 3

This entry is part 3 in the series Time Travel In RPGs

Hopefully, this will wrap up the article on Time Travel! Part 1 looked at the problems of Time Travel in RPGs, and reached the conclusion that the GM had to have some understanding of the nature of time in his campaign before he could adjudicate the complexities that could result. Part Two comprised excerpts relating [...]

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A Journey Of 1,000 Years: Time Travel in RPGs, Part 2

This entry is part 2 in the series Time Travel In RPGs

The first part of this article looked at two simplistic solutions to the question of how to handle time travel in RPGs, and found that as they stood, neither was satisfactory. A number of readers were kind enough to write in, suggesting additions that could be made to these two solutions to make them more [...]

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When Inspiration Is Not Enough: Time Travel in RPGs, Part 1

This entry is part 1 in the series Time Travel In RPGs

When writing my submission to the June 2010 Blog Carnival, A Medley Of Inspiring Media, I said that Time Travel was a special case. This article started off as just another section of that Blog Post, but quickly showed signs of growing into another of those monster subjects requiring a multiple-part post to completely contain [...]

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Ask The GMs: The Momentum Of The Inevitable

Should there ever be something that is too big or has too much momentum for the PCs to be able to stop? In the discussion following a previous Ask The GMs, (Giving Players The Power To Choose), James Carter asked that very question. We were talking at the time about NPCs making moves and counter-moves [...]

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GTD for RPG

In 2008 I implemented the Getting Things Done system (GTD) for organizing my RPG campaign’s emails, ideas and to do items. It worked so well that I now use it for every campaign, and I think you should consider it as well. Here is my version of GTD for managing and organizing my campaign. Gather [...]

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A Grand Conclusion: Thinking about a big finish

I know I’ve written about this before (An Epic Confusion, Or How To Stage A Blockbuster Finish), but I’ve been thinking some more about big finishes to campaigns, prompted by the fact that my superhero campaign is currently in what I hope turns out to be an epic conclusion. As I developed this final scenario, [...]

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