Posts Tagged ‘Campaign-Setting’

New Beginnings: Phase 9: Completion

This entry is part 10 in the series New Beginnings

This entry is part 10 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the process of creating a new campaign in detail, a process that is approaching its conclusion. Campaign Structure There isn’t much of a structural nature left undone, or so it must seem – and, […]

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New Beginnings: Phase 8: Enfleshing

This entry is part 9 in the series New Beginnings

This entry is part 9 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the systematic process of creating a new campaign in detail, from start to finish. The contents (updated with each post) can be found in “part zero” of the series. Bone, Cartilage, and Flesh: A […]

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New Beginnings: Phase 7: Skeleton

This entry is part 8 in the series New Beginnings

This entry is part 8 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the process of creating a new campaign in detail. So far, we have a campaign plan and a development plan for the game world along with a schedule for that development. We’re now dotting […]

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Stride The Earth in 7-league boots: Travel (and Maps) in FRPG Pt 2

I’m taking a scheduled break from the New Beginnings series before the big push to conclude it. It will be back next week, all going according to plan. This article is a sequel of sorts to one I published a few weeks ago, The Gradated Diminishing Of Reality – Travel in FRPG. I recommend that […]

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New Beginnings: Phase 6: Mindset & Underpinnings

This entry is part 7 in the series New Beginnings

This entry is part 7 in the series New BeginningsIt’s not easy making a completely fresh start. This series examines in detail the process of creating a new campaign. What more do you need? You’ve got the basic plot, you’ve got the basic world, you have these organized so as to spread the developmental workload […]

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New Beginnings: Phase 5: Surroundings & Environment

This entry is part 6 in the series New Beginnings

This entry is part 6 in the series New Beginnings It’s not easy making a completely fresh start. This series examines the process of creating a new campaign in detail. Last time, I went through the development process of taking ideas and some indications of direction and welding them together into a campaign plan. Now […]

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The Gradated Diminishing Of Reality – Travel in FRPG

Another filler article, I’m afraid. I’ve made quite a lot of progress but – due to external factors – simply ran out of time. I’ve been saving this one for just such an eventuality… For the purposes of this article, “FRPG” is considered restricted to D&D / Pathfinder and similar systems. I know that’s unrealistic, […]

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A Singular Performance: Roleplay and General Principles in one-player games

This entry is part 2 in the series One Player Is Enough

This entry is part 2 in the series One Player Is Enough A brief recap: Quite some time back, in an Ask-The-GMs, I discussed singe-player campaigns in what seemed at the time like quite a lot of detail. After recently starting a Dr Who single-player campaign, I decided to review that article to see if […]

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Ask The GMs: Buzz and Background

Excitement. Buzz. Anticipation. Enthusiasm. How best to create these for a new campaign? This question comes from BlueNinja, who wrote: “I have an idea for a campaign, that follows off the plot of a popular CRPG [Computer RPG — Mike] (set a few centuries later, of course, so that the PCs don’t have to compete […]

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Studs, Buttons, and Static Cling: Creating consistent non-human tech

The November blog carnival is hosted by Roleplaying tips, and is on the subject of Races and Species. For the second of the two articles I am submitting for the carnival, I thought I would step into left field and look at the question sideways for a bit, as you can tell from the title […]

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Yesterday Once More: A pulp time-travel Campaign

I originally came up with this as an adventure outline for the Adventurer’s Club campaign, but it quickly became far too big and too complicated for that. Rather than throw it away, I have recast it as the outline of a standalone Pulp Campaign. The overall premise is The PCs time travel into the bodies […]

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Alien In Innovation: Creating Original Non-human Species

This month’s Blog Carnival is hosted by my buddy (and ex-partner here at Campaign Mastery) over at Roleplaying tips. The subject is Races and Species and everything that goes with these concepts. This is the first of two articles I have planned and written for the Carnival. How do you create an original alien species? […]

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