Posts Tagged ‘DM-Advice’

Ask The GMs: Penetrating the veil of mystery

Why are mysteries so hard?

Campaign Mastery was asked,
I’m making a Hero System 5.5 campaign for some of my friends. I wanted to do a non-power game that was mystery based. First session went off fine, and I had some good hooks and an o.k. story. Now I find myself looking to plan another session and [...]

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Ask The GMs: Essential Game Master Skills

What are the essential skills of a GM?

Loz is a frequent contributor to the comments here at CM. So when he submitted a question to Ask The GMs, we were inclined to pay close attention. Here’s what he had to say.
“Here’s a deceptively simple question: What are the essential Game Master skills? (Full disclosure: I [...]

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50 Paladin Hooks

By D.L. Campbell
One of the first posts I ever read at Campaign Mastery was the amazing 50 Barbarian Hooks. I instantly thought, ‘I hope there will be more of those!’ followed by ‘I wanna try that!’
Another list has joined the party (though I’m still greedy for more – hint, hint everybody) and I finally produced [...]

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Scenario Sequencing: Structuring Campaign Flow

In a previous blog, I’ve written about my Superhero campaign currently facing a big finish (A Grand Conclusion: thinking about a big finish). This post will be a sequel of sorts, because any big finish naturally invites the question, “what’s next?”
In this case, “next” is a sequel campaign. Many of the preceeding characters will make [...]

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Ask The GMs: Systematic Systems Choice

How do you choose the right game system?

The Ask the GMs questions here at CM never seem to stop, which is great, because they never fail to inspire new discussion topics. This one’s been sitting on the backburner for a while because we had so many already cued up, so we’re pleased to finally have [...]

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Relatively Uncertain: Taking Control of Game Physics

Every campaign needs a game physics, whether the GM knows it or not. And, in fact, they all have one, whether it’s specified or not, and whether the GM knows that or not, as well.
Boy, that was a short article! Now that we’ve established both need and solution, can we move on to another topic, [...]

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Maps Have Three Parts – Part 3: Negative Spaces

This entry is part 3 in the series Maps Have Three Parts

When mapping, I tend to focus on the corridors, rooms, streets, caverns, and buildings. However, every map has more than just these areas; each has three zones in your design control. Next map you build, think of these zones and how you can change things up to be fun and interesting for your gaming.
This post [...]

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Vocabulary Hijinx: Using random word pairings for inspiration

We all have problems with our imaginations freezing up on us every now and again. While there are a number of things that you can do to kick-start your creativity when this happens, I have always found that it’s a good idea to have a stockpile of ideas that can be developed as needed for [...]

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Maps Have Three Parts – Part 2: Adventuring Spaces

This entry is part 2 in the series Maps Have Three Parts

When mapping, I tend to focus on the corridors, rooms, streets, caverns and buildings. However, every map has more than just these areas; each has three zones in your design control. Next map you build, think of these zones and how you can change things up to be fun and interesting for your gaming.
This post [...]

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My Favourite PC Travel Game: Campfire Chats

In one campaign years ago, the PCs did so much travel it seemed far-fetched to give them an encounter every time they hit the road. However, I still wanted to pace things so the party was not instantly appearing at their destination each time. A fun solution we came up with was campfire chats. This [...]

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