Posts Tagged ‘Campaign-Background’

Neurons & Lobes: Examining Psionics, Part 2 of 5

This entry is part 2 in the series Examining Psionics

In part 1, I explained that the imminant advent in my supers campaign of a character who is a powerful psionic has had me thinking about Telepathy quite a bit recently. I then began to excerpt selected rules and background material from the campaign rules relating to the subject. The first part focussed on the [...]

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Lessons From The West Wing II: The Psychology Of Maps

This entry is part 7 in the series Lessons From The West Wing

It’s time for another of my occasional Lessons From The West Wing. This draws heavily on concepts put forward in a single episode, Episode 16 of Season 2, “Somebody’s Going To Emergency, Somebody’s Going To Jail”. Some people have decried the episode as one of the weakest in the West Wing’s repetoir, others found it [...]

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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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The Pursuit Of Perfection, Part 4 of 5: Evolving The Campaign

This entry is part 5 in the series Lessons From The West Wing

In the first part of this article, which is only the first installement of a series, I discussed the delivery of uniqueness in an RPG campaign, and derived a definition of doing so to perfection that was achievable in more than a hypothetical sense, that was actually a practical goal: “Perfection in an RPG is [...]

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The Pursuit Of Perfection, Part 3 of 5: Laying A Campaign Foundation

This entry is part 3 in the series Lessons From The West Wing

In the first part of this article, which is itself just the first installement of a series of articles, I discussed the execution and delivery of uniqueness in an RPG campaign, and derived a definition of doing so “to perfection” that was achievable in more than a hypothetical sense – that was actually a practical [...]

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The Pursuit Of Perfection, Part 2 of 5: A Perfect Vision Through A Glass, Darkly

This entry is part 2 in the series Lessons From The West Wing

In the first part of this article, which itself is the first installement of a series of articles, I discussed the execution and delivery of uniqueness in an RPG campaign, and derived a definition of doing so to perfection that was achievable in more than a hypothetical sense, that was actually a practical goal: “Perfection [...]

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The Frozen Lands: A Science-Fiction Campaign Premise

I often come up with ideas for new campaigns. Some of these are rubbish and discarded almost immediatly; some get saved, stored up for when I might need them; but most often they just get thrown away because I have no hope of ever using the idea. One such concept came to me recently, and [...]

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The Ascended Conflict in my Riddleport Campaign

While I’m using Golarion as the world for my upcoming Pathfinder campaign, I’m making changes to the powers-that-be in a move that is the ultimate change in top-down planning. Spoiler warning: players in my campaign please read no further. A big dynamic in my upcoming Riddleport campaign will be the Ascended – a group of [...]

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Mage Guild Mastermind Survives Pirate Haven

How does a mere mage survive in the world’s most infamous pirate’s den? And how does a leader of mages protect himself from the incredible powers his followers might weild against him? Here are a few of my thought processes behind a faction in my new D&D campaign. I thought you might be interested in [...]

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Ask The GMs: Giving Players The Power To Choose Their Own Adventures

How do you create a campaign that gives the players absolute freedom but still leaves the GM in control? Recently, Campaign Mastery was asked, Is it possible to create a truly player-choice driven campaign (within reason)? I’m trying to create a campaign that’s anywhere from 75 – 90% roleplaying (there will be dice, but not [...]

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