Politics is one of those inevitable conditions, like death and taxes, that every GM has to master to some extent because it will make its presence felt in every campaign. There’s always something more to say on the subject. In this article, I’m going to look at the basics of political relations between similarly-scaled entities; […]
Posts Tagged ‘Campaigns’
This entry is part 1 in the series House Rules from The Adventurer’s Club This is the first of a four-part* series outlining the house rules that Blair Ramage and I have adopted over the years for the Adventurer’s Club campaign, a Pulp-genre campaign run using Pulp Hero, which is a Pulp-genre variation on the […]
This entry is part 3 in the series Touchstones Of Unification So we’ve looked at Themes, and we’ve looked at Concepts, and even touched on the relationship between the two. But now it’s time to address the elephant in the room – twin elephants in fact – Genre and Style, and how these modify that […]
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.
The Perils, pitfalls, and potential benefits of using an RPG to write a fantasy novel.
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 […]
I love a good domino theory, but they aren’t easy to do, never mind to do them well. This article holds the secrets to creating and implementing a string of dominoes that will keep players coming back for more.
Back in “Exceeding the Extraordinary: The Meaning Of Feats” (April 2012), I promised that a future article would discuss the approvals process for feats, prestige classes, etc, in my 3.x Fantasy campaigns…
A review of the promise of Witchmarsh, a promising new RPG videogame in development, and the lessons & value it holds for tabletop RPGs
As a follow-up to my article on Dreams in RPGs, I’ve cracked open my archives to share an adventure from my Zenith-3 campaign that is all about Dreams.
Every minute spent writing more than you need is time wasted. Write to your target longevity to boost efficiency while avoiding the traps that lurk in the dark for the unwary writer.
I didn’t want to split this article in two. You really need to have read part one before you can get full value from what’s below. So I’m going to assume that you’ve done just that, and don’t need a synopsis to refresh your memory, and just dive straight in… Transitions & Global Emotional Flow […]