Part 2 of the article trilogy looks at concepts within an RPG, how they relate to the campaign themes, and throws in some free game content as a bonus.
Posts Tagged ‘Campaign-Setting’
This entry is part 1 in the series Touchstones Of UnificationI was watching an interview with Jim Keays from 1975 the other day, discussing what was then his latest album. He was explaining that he had started with three or four songs that all had similar subject matter, and realized that he could build the […]
What’s the first thing you think about when considering a location in an RPG? There’s no one right answer to that question. A lot depends on why I’m thinking about that location at all. Location: a place for things to happen A location is not a simple thing to pin down. Let’s say that we’re […]
You’ve picked an Adventure Seed – it doesn’t matter where it came from. The first step to transforming that seed into an adventure that is everything you want it to be…
Dwarves make the ideal illustration of how range of motion, aka Kinesiology, can affect the anatomical profile of a race. And that affects everything else…
Ergonomics is one of those little things that can greatly add to the verisimilitude of any campaign. This article will show how to get maximum bang for minimum effort.
A guest article by G.F. Pace Additional contributions & Editing by Mike Bourke I recently moved to London from Italy. After a good beer (or several) in a London pub, I can easily imagine the environment in which Tolkien and Lewis (and so many of the other Gods of the fantasy genre) began to perceive […]
This entry is part 5 in the series Casual OpportunitiesAt long last, it’s finished! It’s taken a long time to complete the final article in this set, mostly because I had to keep setting it aside to work on something that would meet the immediate deadline, but here (at last) it is… Introduction to part […]
I’ve been desperately trying to clear enough time to attempt to get my main computer back up and running. It occurred to me the other day that there is a clear analogy between that process and the process of creating an RPG campaign. The Computer Of Today: some context Personal Computers are everywhere – or, […]
This entry is part 4 in the series Casual Opportunities So far, I’ve looked at what all Modern Priest PCs have in common, and what made one Priest different to another, This third part, and the fourth to follow, are all about casual encounters to highlight these character features… Introduction to part 3 At first […]
How does Magic (in general) work? I’m not talking about how the rules work, but how Magic works within the game world. Why raise the question now? I should probably pause for a moment to explain why I’m writing about this now – in the middle of a major series about Modern Priests. There are […]
This entry is part 3 in the series Casual Opportunities The first part of this sub-series analyzed the basic character of the modern priest archetype, identified elements that representatives of that archetype all have in common, and along the way considered how to employ casual encounters to enhance and reveal the character’s basic role in […]