Posts Tagged ‘Campaign-Setting’

A Twist in Time: Alternate Histories in RPGs

The latest iteration of my superhero campaign has just gotten underway. Being set (mostly) on an alternate-history Earth, it holds a number of elements that may be of interest to readers, especially if I explain the thinking that led to the various choices that were made and my approach to the construction of a detailed [...]

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The Season Of Optimism

So it is Christmas once again, as happens every year at this time. This is a time of year that means many different things to different people. For some, it is a time of commerciality run rampant; for others, it is a profoundly religious celebration; for most people, it is a time to acknowledge family [...]

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The Creation Of A Deity: The Origins Of Cyrene

Recalling the creation of a Divinity We’re continuing to build up to the big release of Assassin’s Amulet, and my excitement is reaching fever pitch (I can’t speak for Johnn & Michael). As part of that buildup, next week I’m going to present you with another excerpt from the book – but before I do, [...]

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World Building Part III: History, Mythology and Stocking Dungeons

This entry is part 7 in the series GM Toolbox

Written by Michael Beck, with contributions and editing by Da’Vane. GM’s Toolbox, looks at tools, tips, and techniques you can use to improve your games. Toolbox offers you a skeleton for running a campaign, rather than fleshed out tips. This series is presented in a discussion style, and we ask you to contribute with comments [...]

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Fascinating Topological Limits: FTL in Gaming

While chatting with one of the players in my Superhero campaign yesterday, the subject of FTL travel in superhero and sci-fi games came up in the course of the conversation. Since I’m always on the lookout for good subjects to write about for Campaign Mastery, and this is a problem that’s come up in many [...]

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World Building Part II: Communities and Politics

This entry is part 6 in the series GM Toolbox

Written by Michael Beck, with contributions and editing by Da’Vane. GM’s Toolbox, looks at tools, tips, and techniques you can use to improve your games. Toolbox offers you a skeleton for running a campaign, rather than fleshed out tips. This series is presented in a discussion style, and we ask you to contribute with comments [...]

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Objective-Oriented Experience Points

Why do we hand out experience for combat? No, I’m serious – this is a question that’s been preying on my mind as a consequence of an article I wrote earlier this year, “Experience for the ordinary person” – you should probably go and read at least the first section (down to and including “Reward-matching [...]

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Creating Alien Characters: Expanding the ‘Create A Character Clinic’ To Non-Humans

Introduction Back in late February or early March, Holly Lisle’s books came to my attention – I’m no longer sure how, but it was probably a Twitter link to her blog. Several of her e-books sounded interesting, so I passed the information on to Johnn, who surprised me in late March by giving me several [...]

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All Is Three: A 3.x Fantasy Campaign Premise

As happens every now and then, this isn’t the blog post I had intended for this week; the planned post was simply taking too long to come together and would not have been ready to post. So, instead, I offer up for your consideration All is Three: A 3.x fantasy campaign premise. In February last [...]

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City Government Power Bases – Land

This entry is part 9 in the series City Government Power Bases

In many societies, landowners have great power. With all the economic, defensive, military, and strategic benefits land provides, most governments use this as a starting power base for their regimes. For high fantasy games, consider land as an abstract concept that encompasses many possible dimensions. Land can be the ground, the clouds of sky realms, [...]

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