Posts Tagged ‘DM-Advice’

The Gilligan Tools for better characterization

I was reading an article the other week about a fan theory regarding Gilligan’s Island – well, actually, it’s more like two related theories, one of which is partially contingent on the other. As I was musing (and chuckling, I must admit), the thought occurred to me that with a little tweaking, one of those […]

Comments (3)

An Amazing Ancestry

I’m a regular viewer of the TV show “Who Do You Think You Are?”. We in Australia are in the privileged position of seeing not only our own domestic series, but also the US and UK series of this show. For those who have never watched it, the show traces the ancestry of a celebrity […]

Leave a Comment

Who Owns Your Campaign?

It’s always traumatic when you discover at the 11th hour that there’s absolutely no way you’re going to finish the article you’ve been working on and have barely enough time to throw together another to fill in. Fortunately, just yesterday, I came across a thought for just such a fill-in article… I came across an […]

Leave a Comment

The Beginnings Of Plot

So you’ve got this great idea for a plot for your next RPG adventure. How do you go from that undeveloped idea to having a plan for the construction of that Adventure? Where do you begin? It’s not an easy choice to make, except in hindsight. There are all sorts of options to choose from: […]

Leave a Comment

The Perils Of Players Knowing Too Much

The Backstory I was posting a reply to @RPGKitchen on Twitter last night (relative to commencing this article, now about 3 weeks ago) when a stray thought suggested itself. It was recently posited that starting a campaign or adventure off with the characters engaged in activities that are relatively familiar to the players, such as […]

Comments (1)

Choosing A Name: A “Good Names” Extra (Revised & Extended)

This entry is part 9 in the series A Good Name Is Hard To Find

This entry is part 9 in the series A Good Name Is Hard To Find Something unusual this week in that today’s article is a revised and expanded version of last week’s article on Names. There are two reasons for that: first, I didn’t have time last week to prepare all the examples and material […]

Comments (4)

Pickin’ and Choosin’: Cherry-picking RPG Elements

To begin this article, I need to share a story and a recent insight relating to it. Bear with me, and it will all become relevant in the end… An excerpt from my musical history When I was growing up, the family lived first 38 miles (61 km) out of, and then within, a small […]

Comments (1)

Boogie to the tune of the hidden Mastermind in your ranks

You don’t have to read Campaign Mastery for very long to realize that I advocate careful planning, strategically targeted, in everything that I do. That can become a problem when you want to have a villain who is smarter than you are and whose primary objective is not to be noticeable over the background chaos […]

Leave a Comment

Character Capabilities: An often-forgotten source of plots

Recently, for the Adventurer’s Club campaign, my co-GM and I had to construct a number of small plotlines – one for each character – simply to mark the passage of a period of time in which the PCs should be doing something. We employed an old technique of mine – but one that has never […]

Comments (5)

Support Your Local Hero

Heroism is part and parcel of most fantasy campaigns and certainly central to Pulp and Superheroic Campaigns. In fact, most campaigns, driven by the need for drama, will incorporate heroism in some fashion, whether that be from greed/opportunity, enlightened self-interest, or the real deal. How can heroism stem from greed/opportunity? Heroism is doing the right […]

Comments (1)

New-player Character Immersion Issues: Gambling To An Answer

A Guest Article by Jack Hank You’re a GM in charge of new campaign featuring a group of novices that aren’t quite sure how to assume the guise of a character. So what’s your next move? Ingratiating new players into a game in the hope of building a successful campaign is never easy and there […]

Comments (1)

Basics For Beginners (and the over-experienced) Part 6: Challenges

This entry is part 6 in the series Basics For Beginners (and the over-experienced)

This entry is part 6 in the series Basics For Beginners (and the over-experienced)I’ve been asked a number of times what advice I have for a beginning GM. This 15-part series is an attempt to answer that question – while throwing in some tips and reminders of the basics for more experienced GMs. This is […]

Leave a Comment